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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

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