Is it possible to force network clients to load the correct mesh for another player? For example, if a player changes their model mid-game, the change does not take effect for the other users until the player dies and respawns.
I change the players settings mid-game using:
When playing on a listen server, the changes take effect right away so it looks like the variables are not replicated. Actor.uc contains:
var(Display) array<Material> Skins; // Multiple skin support - not replicated.
so obviously Skins is not replicated.
Am I going to have to basically kill the player and respawn?
Thanks
Alex
I change the players settings mid-game using:
Code:
Pawn.Skins[0] = Material(DynamicLoadObject("PlayerSkins.AlienMaleABodyA", class'Material'));
Pawn.Skins[1] = Material(DynamicLoadObject("PlayerSkins.AlienMaleAHeadA", class'Material'));
Pawn.GibGroupClass = class<xPawnGibGroup>(DynamicLoadObject("xEffects.xAlienGibGroup", class'Class'));
Pawn.SoundGroupClass = class<xPawnSoundGroup>(DynamicLoadObject("XGame.xAlienMaleSoundGroup", class'Class'));
VoiceType = "XGame.AlienMaleVoice";
VoiceClass = class<VoicePack>(DynamicLoadObject("XGame.AlienMaleVoice",class'Class'));
Pawn.VoiceType = VoiceType;
Pawn.PlayerReplicationInfo.VoiceType = VoiceClass;
Pawn.VoiceClass = class<TeamVoicePack>(VoiceClass);
When playing on a listen server, the changes take effect right away so it looks like the variables are not replicated. Actor.uc contains:
var(Display) array<Material> Skins; // Multiple skin support - not replicated.
so obviously Skins is not replicated.
Am I going to have to basically kill the player and respawn?
Thanks
Alex