I just got this with a custom PlayerReplicationInfo (actually, I modified the default for a total conversion kind of thing). I need to know what it means so I can fix this. This only happens online, not in singleplayer. The replication info seems to be to blame, but how?
This is the code
This is the code
Code:
var string PlayerName; // Player name, or blank if none.
var string OldName; // Temporary value.
var int PlayerID; // Unique id number.
var string TeamName; // Team name, or blank if none.
var byte Team; // Player Team, 255 = None for player.
var int TeamID; // Player position in team.
var float Score; // Player's current score.
var float Deaths; // Number of player's deaths.
var float Spree; // Player is on a killing spree.
var int Lives; // For gametypes that use lives.
var bool bSuperAdmin; // Double check for kicking admins.
var bool bHideScore; // Don't show my score on the scoreboard.
var int ExpRank; // For mutators that use ranks.
var class<VoicePack> VoiceType;
//##nerf WES FIXME
// Taking it out since we never use it.
//var Decoration HasFlag;
var int Ping;
var bool bIsFemale;
var bool bIsABot;
var bool bFeigningDeath;
var bool bIsSpectator;
var bool bWaitingPlayer;
var bool bAdmin;
//##nerf WES FIXME
// Don't need TalkTexture since we are not displaying their face.
//var Texture TalkTexture;
var ZoneInfo PlayerZone;
var LocationID PlayerLocation;
var name SuicideType;
var int Rank;
var int Lead;
var bool bDead;
// Nerf expansion slot
var texture SkinIcon; // player's icon in the HUD
var ETeamType TeamType; // twister, tycoon, whatever
var EBotIndex BotIndex; // one of ours, 0-32
var EVType VType; // for voice source construction
replication
{
// Things the server should send to the client.
reliable if ( Role == ROLE_Authority )
PlayerName, OldName, PlayerID, TeamName, Team, TeamID, Score, Deaths, Spree, VoiceType,
//HasFlag,
Ping, bIsFemale, bIsABot, bFeigningDeath, bIsSpectator, bWaitingPlayer,
bAdmin,
//##nerf WES
// Don't need TalkTexture since we are not displaying their face.
//TalkTexture,
PlayerZone, PlayerLocation, SuicideType, Rank, Lead, bDead,
SkinIcon, TeamType, BotIndex, VType;
}
function PostBeginPlay()
{
Timer();
SetTimer(2.0, true);
bIsFemale = Pawn(Owner).bIsFemale;
if(Owner.IsA('NerfIPlayer'))
bHideScore = NerfIPlayer(Owner).bHideScore;
else if(Owner.IsA('NerfBots'))
bHideScore = NerfBots(Owner).bHideScore;
else if(Owner.IsA('Spectator'))
bHideScore = Spectator(Owner).bHideScore;
}
function Timer()
{
local float MinDist, Dist;
local LocationID L;
MinDist = 1000000;
PlayerLocation = None;
if ( PlayerZone != None )
for ( L=PlayerZone.LocationID; L!=None; L=L.NextLocation )
{
Dist = VSize(Owner.Location - L.Location);
if ( (Dist < L.Radius) && (Dist < MinDist) )
{
PlayerLocation = L;
MinDist = Dist;
}
}
if (PlayerPawn(Owner) != None)
Ping = int(PlayerPawn(Owner).ConsoleCommand("GETPING"));
}
function tick(float deltatime)
{
bIsFemale = Pawn(Owner).bIsFemale;
if(Owner.IsA('NerfIPlayer'))
bHideScore = NerfIPlayer(Owner).bHideScore;
else if(Owner.IsA('NerfBots'))
bHideScore = NerfBots(Owner).bHideScore;
else if(Owner.IsA('Spectator'))
bHideScore = Spectator(Owner).bHideScore;
}
Last edited: