This is my PlayerReplication.uc, basicly just refreshes the amount of Credits a player has... I am getting this AccessedNone Error, about 1mb per 5min
Warning: nsfPlayerReplicationInfo DM-Aztec[FuT]rev1.nsfPlayerReplicationInfo (Function nsf.nsfPlayerReplicationInfo.Tick:000A) Accessed None
Any clue?
BTW, Thanks to the JumpStats Mod. I was able to get this far.
Warning: nsfPlayerReplicationInfo DM-Aztec[FuT]rev1.nsfPlayerReplicationInfo (Function nsf.nsfPlayerReplicationInfo.Tick:000A) Accessed None
Code:
simulated function PostBeginPlay()
{
Super.PostBeginPlay();
if ( Role < ROLE_Authority )
{
InitialState = 'CreditsProxy';
GotoState('CreditsProxy');
}
else {
InitialState = 'CalculateCredits';
}
}
simulated function Tick(float DeltaTime)
{
if ( ( Controller.Pawn == Pawn ) )
{
CurCredits = credits;
credits = FMax(0, credits);
}
else
{
return;
}
}
// server state
state CalculateCredits
{
function Tick(float DeltaTime)
{
//if ( Controller == None )
//Destroy();
//return;
Global.Tick(DeltaTime);
CurCredits = credits;
credits = FMax(0, credits);
}
//if (Pawn.Health >= 1)
//{
// SetTimer(timeforcredits, false);
// credits += creditsovertime;
//}
}
function Reset()
{
Super.Reset();
credits = default.credits;
}
// client state
state CreditsProxy
{
simulated function Tick(float DeltaTime)
{
Global.Tick(DeltaTime);
}
}
Any clue?
BTW, Thanks to the JumpStats Mod. I was able to get this far.
Last edited: