Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Cancler · Nov 27, 2015 at 05:34 PM · unity 5multiplayer

UNet Stunning an enemy player

So I'm pretty new to unity and multiplayer and I've been trying to make a simple magic FPS where when one player shoots the other one it freezes the other player for a few seconds and then unfreezes them. I've tried a few different variations of this:

 [Command]
 void CmdTellServerWhoWasShot(string uniqueID, int dmg){
     GameObject go = GameObject.Find (uniqueID);
     go.GetComponent<Player_Health>().DeductHealth(dmg);
     go.GetComponent<Player_Shoot>().BarragePlayer();
 }

 public void BarragePlayer(){
     GameObject go = (GameObject)Instantiate(BarrageModel, transform.position + new Vector3(0, 1.5f, 0), transform.rotation);
     NetworkServer.Spawn(go);
     StartCoroutine(Stun(go));
 }
 
 public IEnumerator Stun(GameObject barrageModel) {
     if(isBarraged){
         Debug.Log("Player is already barraged.");
     } else {
         isBarraged = true;
         Debug.Log("barrage is now true");
         //GameObject go = (GameObject)Instantiate(BarrageModel, transform.position + new Vector3(0, 1.5f, 0), transform.rotation);
         GetComponent<CharacterController>().enabled = false;
         GetComponent<Player_Shoot>().enabled = false;
         yield return new WaitForSeconds(3);
         GetComponent<CharacterController>().enabled = true;
         GetComponent<Player_Shoot>().enabled = true;
         isBarraged = false;
         Debug.Log("barrage is now false");
         NetworkServer.Destroy(barrageModel);
     }
 }

It works when the client shoots the server/host but when the server shoots the client the barrage appears and destroys itself as it should but the player is never "stunned." I'm guessing this is because the character controller/player_shoot scripts are only enabled for the clients so I cant really access them from the server.

How can I send a message from the server to the client to tell them to deactivate their scripts temporarily? Is there something I'm missing? The documentation on this stuff seems pretty sparse atm

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

52 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

UNET with Secure Firewalls 0 Answers

Bullets showing only on host and weapons not appearing 3 Answers

Instantiated Players Transform Not Changing 0 Answers

Unity Scene Editor get bugged on Host lan 0 Answers

Can't access EULA Agreement for multiplayer 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges