Run this script and summon one
Code: Select all
class RingExplosion7 extends RingExplosion2;
simulated function PostBeginPlay()
{
if ( Level.NetMode != NM_DedicatedServer )
{
// PlayAnim( 'Explosion', 0.2 );
settimer(1.0,false);
if (level.bHighDetailMode) SpawnEffects();
PlaySound(ExploSound,,20.0,,1000,0.6);
}
}
simulated function timer()
{
PlayAnim( 'Explosion', 0.2 );
log("im here......................");
}
defaultproperties
{
LifeSpan=2.800000
}
What this suggests is that the bNetTemporary works but its being replicated too late for the ringexplosion to make use of it in postbeginplay or part there of, I guess microseconds. bNetTemporary needs to replicate earlier,
or it needs checks that its been replicated before postbeginplay is called or some such.
The whole thing about bNetTemporary is to save bandwidth, personally I dunno why they just didnt code it so the effects only spawn on the clients machine, but I guess it has its uses and is kind of like a cheaty thing
The use of ROLE_AutonomousProxy isnt a good idea, for one its not going to save on bandwidth and could cause problems in certain classes. For lack of a better fix you'd probablly be better off setting bNetTemporary to false. The ringexplosion in UT works fine, same as the 224 and 225 vers .
Further notes from Wiki
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If the variable bNetTemporary is set to true, this actor will be 'torn off' on a given client as soon as it is initially replicated to that client. This saves bandwidth by not replicating physics changes to objects with predictable motion. (IE a projectile) Note that although the projectile is no longer being replicated, even if something happens to it on the client the takedamage calls will still reach the client when the projectile impacts on the server.
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Well I could be totally wrong and it wont be the first time
Im wondering if you might be able to cross check it with the spawn function? There might be some similarities. Or is it checked in the spawn function and something not quite right? No idea here....
Cheers


