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Networking question.
I've been thinking about this network concept for quite awhile, but not sure of the best way to implement.
In a networked game, I need to launch a rocket from one player that will hit another player. Once the player that is hit has 0 health the player will die and will be reflected on the scoreboard as +1 death. I also need the player that killed him to have his score updated as well with +1 kill.
I have everything working except I can't figure out how to add a kill point for the player that made the kill. I know how to do this with a raycast, however I'm not using invisible lightning fast bullets. It's a separate instantiated prefab that actually makes the kill.
What is the best way to make sure the killer gets the credit for his bullets kill?
Answer by mlkielb 1 · Jun 20, 2010 at 06:25 AM
I was able to make it work myself. I passed the owner name of the rocket from the player who shot it to the rocket itself, and then passed the name from the rocket to the player that the rocket hit and place it in a new variable in the FPSPlayerNode class. If anyone needs some code tips on how to implement a networked rocket launcher that adds a kill point let me know.
Hello, could you be please submit your code? Thanks in advanced.
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