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Question by BadNewsBears · Jan 26, 2014 at 04:40 PM · c#networkingmultiplayerphoton

Photon Cloud, Multiplayer Damage script

I posted a question a while ago about a damage script and thought I had fixed it but I have now got a new error I am pretty new to both unity and photon and I am baffled by this problem.

I created a damage script;

 using UnityEngine;
 using System.Collections;
 public class CombatScript: Photon.MonoBehaviour {
     public int hp = 1;
 
     void ApplyDamage(int Damage)
     {
 
         hp -= (int)Damage;
         if (hp <= 0)
         {
             
         }
         else
         {
             photonView.RPC("setHP", PhotonTargets.Others, hp);
         }
     }
     public void UpdateHP(int hitPoints)
     {
         hp = hitPoints;
     }
     void Update ()
     {
         DontDestroyOnLoad(this);
         if(hp <= 0)
         {
             Debug.Log(photonView.viewID + " is DEAD! ");
         }
         
     }
     [RPC]
     void setHP(int newHP)
     {
         hp = newHP;
     }
 }

The updatehp is called in a different script i use for character stats.

Now when i run both the editor version and the compiled version the editor is the only one that can deal damage, and also takes damage when attacking and is the only one that dies, while the compiled version gives this error;

 PhotonView with ID 1001 has no method "setHP" marked with the [RPC](C#) or @RPC(JS) Property! Args: int32

I think the problem is code i use to instantiate the character plus scripts as only the editor version seems to be the only one to the damage/combat script instantiated Here is the code i use to instantiate the character

 GameObject player = PhotonNetwork.Instantiate("PlayerLightSanguine", Vector3.zero, Quaternion.identity, 0);
                 player.AddComponent<ThirdPersonCamera>();
                 player.AddComponent<ThirdPersonController>();
                 player.AddComponent<DontDestroyScript>();
                 player.AddComponent<CombatScript>();
                 Camera.main.gameObject.AddComponent<SmoothFollow>().target = player.transform;
                 Camera.main.gameObject.AddComponent<SmoothLookAt>().target = player.transform;
                 Camera.main.gameObject.AddComponent<MouseOrbit>().target = player.transform;

The DontDestroyScript is just so it doesn't destroy on loading a new scene.

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