| Home Page | Recent Changes | Preferences

Replication Examples/Replication Test

Under Construction

errmm yeah righto... still working on this. I'll have quite a few examples up here shortly.




// ========================================================================

//
// Coded by JonAzz

// ========================================================================

class ReplicationTestD extends Actor
    Placeable;

var int intA;

// replication Block
replication
{
    // Sends these values from the server to the clients
    reliable if(Role == ROLE_Authority)
        ClientFunction, intA;

}

simulated event PostNetReceive()
{
    if ( IntA == 1 )
    {
        ClientFunctionB();
    }
}

function ServerParseFunction(int A)
{
    if(A == 1)
    {
        ClientFunction(); // Other server required changes
//        A = 0;

    if(Role == Role_Authority)
        log("A The server has done something");
    else if(Role < Role_Authority)
        log("A The client has done something");

    }
}

simulated function ClientFunction()   // THIS DOES NOT WORK!!
{
//    if(Level.NetMode == NM_DedicatedServer)
//        return;

    if(Role == Role_Authority)
        log("B The server has done something");
    else if(Role < Role_Authority)
        log("B The client has done something");

}

simulated function ClientFunctionB()    // THIS WORKS!
{
//    if(Level.NetMode == NM_DedicatedServer)
//        return;

    if(Role == Role_Authority)
        log("C The server has done something");
    else if(Role < Role_Authority)
        log("C The client has done something");

}

function Trigger(Actor Other, Pawn EventInstigator)
{
    ServerParseFunction( 1 );
    intA = 1;
}

defaultproperties
{
    bEdShouldSnap=true
    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'AS_Decos.ExplodingBarrel'
    DrawScale=1

    bStaticLighting=True
    bCollideActors=True
    bBlockActors=True
    bBlockKarma=True
    CollisionHeight=+000001.000000
    CollisionRadius=+000001.000000

    Physics=PHYS_None

    bAlwaysRelevant=true
//  bNoDelete=false
    bStasis=True
    bStatic=False
    bSkipActorPropertyReplication=false
    RemoteRole=ROLE_SimulatedProxy
    bReplicateMovement=false
    NetPriority=3.0
    NetUpdateFrequency=10
    bNetNotify=true
}

Server Log:

ScriptLog: B The server has done something

ScriptLog: A The server has done something

Client log:

ScriptLog: C The client has done something

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

FAQs

Help Desk

Mapping Topics

Mapping Lessons

UnrealEd Interface

UnrealScript Topics

UnrealScript Lessons

Making Mods

Class Tree

Modeling Topics

Chongqing Page

Log In