Attachmovers and multiplayer

Tutorials and discussions about Mapping - Introduce your own ones!
Post Reply
User avatar
[did]Madis
Adept
Posts: 297
Joined: Tue Jun 03, 2008 2:48 pm
Personal rank: カニはとても美味しい

Attachmovers and multiplayer

Post by [did]Madis »

I set up some attachmovers to put flying jets in my map's skybox, but today I found out that they don't show up in multiplayer. No biggie, but is there a way to make them show up in online play?
Support Nuclear Races by visiting our ModDB profile
Image
Image
User avatar
rohitggarg
Adept
Posts: 400
Joined: Wed Mar 12, 2008 7:18 am
Personal rank: The name is Bu||et
Location: India
Contact:

Re: Attachmovers and multiplayer

Post by rohitggarg »

Its a problem with replication i guess. If your attach movers have a netpriority then lower that value or if it has a replication flag then enable it.
Regards,
Rohit

CATCH ME IF YOU CAN.............
Image

My website : http://www.appointmentagent.com
Myth
Inhuman
Posts: 988
Joined: Tue Feb 12, 2008 5:57 pm
Personal rank: Low Poly Freak

Re: Attachmovers and multiplayer

Post by Myth »

I've had similar problems. Yes it is a problem whit replication. Replication decides what appears in the clients. They decide whether an object is relevant or not. Things that are behind walls in another zone are irrelevant, thus they are not replicated.
Open Actor Properties > Advanced > bAlwaysRelevant, and make sure it's set to true. This should fix the problem.
User avatar
Feralidragon
Godlike
Posts: 5493
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Attachmovers and multiplayer

Post by Feralidragon »

Also, note that at least in UT, the movers weren't fully prepared for online games (for some damn reason, ask Epic why lol), therefore you will always have little problems and undesired effects when using special movers.

In this case in specific, the objects that you will attach to the the mover will appear jumpy/laggy online (although it might not be noticeable if the jets are really high).
Thank Epic by not adding online support for all their own objects (movers, triggers, etc).
User avatar
smeerkat
Skilled
Posts: 150
Joined: Sat Apr 04, 2009 6:00 pm
Personal rank: DHR
Location: Canada
Contact:

Re: Attachmovers and multiplayer

Post by smeerkat »

I learn something new every day.

Could somebody host my map, to see if my AttachMover shows up? :P

http://download.beyondunreal.com/filewo ... lecook.zip
User avatar
[did]Madis
Adept
Posts: 297
Joined: Tue Jun 03, 2008 2:48 pm
Personal rank: カニはとても美味しい

Re: Attachmovers and multiplayer

Post by [did]Madis »

Oh well, since the maps were already released and I didn't notice them working online before that, I guess it's no biggie. After all, it's just visual eyecandy anyway. I'll take a note for future maps, though.
Support Nuclear Races by visiting our ModDB profile
Image
Image
Post Reply