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#1
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At the moment its only a possibility.
You get a "Object reference not set to an instance of an object" Error. Thats means the script would use a object wich is null, but at the moment i dont see why the player should be null at the moment OnPlaceEnter is active, so may be its null after 12 sec. At time i dont trust the memory management of a dedicated server |
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#2
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Edited the previous post a bit. The messages sent after 12 seconds are delivered.
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#3
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GamePlay.gpRemotePlayers().Length <= 0 should be the bug (to silly btw) GamePlay.gpRemotePlayers().Length > 0 is the correct version.
Next time i should test my code on Multiplayer conditions before give it to the public. Shame on me. latest version: http://forum.1cpublishing.eu/showpos...8&postcount=41 Last edited by FG28_Kodiak; 10-12-2011 at 11:31 AM. |
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#4
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Thank you very much! You know mistakes are a pathway to future success.
So, the "NET message" in OnPlaceEnter will also work I hope. Will try it tonight hopefully. |
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#5
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I am using about 10-20 timeout statements in onTickGame to send messages. Does it slow down server processor if server has to count 10-20 timers at the same time or not?
Maybe it should be optimized to have only one timer? |
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#6
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Made little additions to the code, to avoid exeptions.
latest version: http://forum.1cpublishing.eu/showpos...8&postcount=41 Last edited by FG28_Kodiak; 10-12-2011 at 11:31 AM. |
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#7
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Thank you! Testing on R2 now.
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