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Question by ItsChipper · Jan 14, 2019 at 09:28 PM · networkingmultiplayermultiplayer-networkingteams

Making a team based multiplayer game with Unet but problem with making teams

i have a problem when trying to make teams where anyone who joins after the host are on the same team. IE the host is on red but anyone who joins after is on blue.

relevant code

private Dictionary Score = new Dictionary();

 public Dictionary<string, string> Teams = new Dictionary<string, string>();

 private Dictionary<string, int> AmountInTemas = new Dictionary<string, int>();

 private List<string> TeamsStore = new List<string>();

 [SyncVar]
 public int TeamCount = 0;

 private int LowestValue = -1;

 private void Start()
 {
     Score.Add("blue", 0);
     Score.Add("red", 0);
     Score.Add("yellow", 0);
     Score.Add("green", 0);

     AmountInTemas.Add("blue", 0);
     AmountInTemas.Add("red", 0);
     AmountInTemas.Add("yellow", 0);
     AmountInTemas.Add("green", 0);
 }

 public string SearchLists(string Item)
 {
     string Team = Teams[Item];
     return Team;
 }

 public string AddToTeam(string Player)
 {
     foreach (KeyValuePair<string, int> names in AmountInTemas)
     {
         if (LowestValue == -1)
         {
             LowestValue = names.Value;
             TeamsStore.Add(names.Key);
         }else if(names.Value < LowestValue)
         {
             LowestValue = names.Value;
             TeamsStore.Clear();
             TeamsStore.Add(names.Key);
         }else if(names.Value == LowestValue)
         {
             TeamsStore.Add(names.Key);
         }
     }
     

     LowestValue = -1;

     int RndNum = Random.Range(0, ((TeamsStore.Count) - 1));

     Teams.Add(Player, TeamsStore[RndNum]);

     AmountInTemas[TeamsStore[RndNum]] += 1;

     TeamsStore.Clear();


     foreach (KeyValuePair<string,string> names in Teams)
     {
         Debug.Log(names);
     }
     return Teams[Player];
 }

 public void SetTeam (string Player, string Team)
 {
     Teams.Add(Player, Team);
     foreach (KeyValuePair<string, string> names in Teams)
     {
         Debug.Log(names);
     }
 }

 public void UpdateTeam(string Player, string Team)
 {
     Teams[Player] = Team;
     foreach (KeyValuePair<string, string> names in Teams)
     {
         Debug.Log(names);
     }
 }

 public string CheckTeam(string Player)
 {
     return Teams[Player];
 }

 public void IncreaseScore(string Team)
 {
     Score[Team] += 1;
 }

 public void LogScore()
 {
     foreach (KeyValuePair<string, int> scores in Score)
     {
         Debug.Log(scores);
     }
 }

}

public void SetUp() { Body = this.gameObject.transform.GetChild(2); Body = Body.gameObject.transform.GetChild(0);

     BodyRend = Body.GetComponent<Renderer>();

     if (Teams == null) { 
         Teams = GameObject.Find("GameManager").GetComponent<TeamManager>();
     }

     Enabled = new bool[DeathDisable.Length];
     for(int i = 0; i < Enabled.Length; i++)
     {
         Enabled[i] = DeathDisable[i].enabled;
     }

     if (isLocalPlayer)
     {
         TempTeam = Teams.AddToTeam(this.transform.name);
         CmdSetTeam(TempTeam);
     }else if (!isLocalPlayer)
     {
         Teams.SetTeam(this.transform.name, Team);  
     }

     SetStart();
 }

 [Command]
 public void CmdSetTeam(string CurrentTeam)
 {
     Team = CurrentTeam;
 }

 void OnHook(string value)
 {
     Team = value;
     Teams.UpdateTeam(this.transform.name, Team);
     SetColour();
 }

any help would be greatly appreciated, thanks in advance.

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