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Old 9th Oct 2001, 07:32 PM   #1
Harry Goz (1932 - 2003)
SoSilencer's Avatar
Join Date: Nov. 27th, 2000
Posts: 834
Server/Client Timers

I know what I need to do, but I'm not quite sure how to do it. I'll try to explain as best I can.

.5 second timer
do code only on server/host of game
replicate/update variables to clients

.1 second timer
do this code on all machines, using variables from server

That is it really. It's for my rockets. Every half second the server calculates the changes and tells the clients "fly here". Every .1 seconds the rockets figure out by themselves how to fly there (which should be the same on all clients since they are all using the same variables in the same calculations). I can't quite figure out how to tell the code that "this should be done every half second and only on the server" and "this should be done every tenth of a second on all machines". Anyone know how to do that?
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Old 29th Dec 2001, 09:46 AM   #2
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Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,786
Use an int variable as a counter:
class ... extends ...;
var int Counter;

simulated function PostBeginPlay()
  SetTimer(0.1, True);

simulated function Timer()
  if ( Counter % 5 == 0 && Role == ROLE_Authority )
  Counter = ++Counter % 5; // increase counter
[edit] You had to wait long enough! [/edit]
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