This project is without addons.
Everything works well but not in multiplayer mode.
Mfps v1.8
bl_GunManager >
if (bl_GameManager.Instance.GameMatchState == MatchState.Waiting && !bl_GameManager.Instance.FirstSpawnDone)
{
BlockAllWeapons();
}
--------
For client: Your prefab weapons is disabled "BlockAllWeapons()"
--------
At the moment, I solved the situation like this >
if (bl_GameManager.Instance.GameMatchState == MatchState.Waiting && !bl_GameManager.Instance.FirstSpawnDone)
{
BlockAllWeapons();
}
else
{
PlayerSync.SetWeaponBlocked(0);
}
But I didn't understand how do you activate PlayerSync.SetWeaponBlocked (0); without using > bl_GunManager.ReleaseWeapons(bool). "without addons"
Any information would be helpful.
"BlockAllWeapons" I can't understand how it works
- Lovatto
- Admin
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- Moor
- Member
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- Joined: Thu Apr 11, 2019 2:38 pm
Hallo Lovatto.
This topic is not an error and everything works.
It's just that the script method is interesting and difficult for me to understand
If this(1) function is activated at the beginning
(1) if (bl_GameManager.Instance.GameMatchState == MatchState.Waiting && !bl_GameManager.Instance.FirstSpawnDone)
{
BlockAllWeapons();
}
Then where is this(1) function is deactivated
Interesting method
At the moment, as I understand it This(1) function is deactivated (initially) That is, when spawning, If I'm right then whether there can be an error. I mean. If someone has bad ping or lagging Then for him is still bl_GameManager.Instance.GameMatchState == MatchState.Waiting maybe 1 second.
A small example about your project (small error):
1
2