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RemainingTime=TimeLimit*60;
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RemainingTime=TimeLimit*60;
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NetPlayer.PlayerReplicationInfo.NetUpdateFrequency=100;
I guess you mean "after a second" and not "after a minute". I assume you are seeing the seconds doing something like this:iloveut99 wrote: It stills only update the time in scoreboard after a minute or so. I have 10 ping. :s
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function RestorePlayerStuff()
{
local TournamentPlayer NetPlayer;
RemainingTime=TimeLimit*60; //Restore Time Left ,*60 is because the time limit is in minutes, while remainingTime is in seconds, so we must convert the mintutes to seconds. :)
ElapsedTime=0;
foreach Level.AllActors(Class'TournamentPlayer',NetPlayer)
NetPlayer.PlayerReplicationInfo.NetUpdateFrequency=100;
}
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replication
{
reliable if ( Role == ROLE_Authority )
RemainingMinute, bStopCountDown, GameEndedComments,
NumPlayers;
reliable if ( bNetInitial && (Role==ROLE_Authority) )
GameName, GameClass, bTeamGame, ServerName, ShortName, AdminName,
AdminEmail, Region, MOTDLine1, MOTDLine2,
MOTDLine3, MOTDLine4,RemainingTime, ElapsedTime;
}
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replication
{
reliable if ( Role == ROLE_Authority )
RealRemainingTime;
}
I was applying it indeed in a custom gametype subclass of DeathMatchPlus. Do I need to create a new GameReplicationInfo class (and update players pawns to use this one), or is it not necessary?Feralidragon wrote:I thought you were using another class as well). I wasn't quite sure where you were applying that script (my fault as well for not asking), now I am pretty sure you're doing your own class of GameReplicationInfo