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Question by KingKongFu · Jan 28, 2013 at 03:05 PM · networkspawnrpc

RPC function to update clients varialbe

Ok so I have this network script that works really well except for when I want to spawn a player at a different location. Im basing location on the number of current players connect. Right now the variable is updating right on the server so that good. But when a client joins the game, the player count for him is 0. I want to set that to the current number of players connected from the server variable. I was messing around with RPC functions but with no luck.

So this is what I have so far any help would be very appreciated.

 //spwan the master jumper
 function OnServerInitialized()
 {
     Debug.Log("Server initilized");
     playerCount++;
     spawnPlayer(sp1);
         
 }
 function OnPlayerConnected(networkPlayer:NetworkPlayer):void
 {
     Debug.Log (networkPlayer.guid + " connected");
     playerCount++;
    
     //spawnPlayer(sp2);
     //spawning player here does not work! Just a black screen no cam perhaps
 }
 
 function OnConnectedToServer()
 {
     //loop though every object in the game
         for(var go : GameObject in FindObjectsOfType(GameObject))
         {
             go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver);
         }
         Debug.Log("Connected to server");
         Debug.Log("Player Count: " + playerCount);
         if(playerCount ==0)
         {
             sp = sp1;
 
         }
         if(playerCount ==1)
         {
             sp = sp2;
 
         }
         if(playerCount ==2)
         {
             sp = sp3;
 
         }
         if(playerCount ==4)
         {
             sp = sp4;
 
         }
         spawnPlayer(sp);
 
 }
 
 
 //spawn player prefab
 function spawnPlayer(SP : Transform)
 {
     Network.Instantiate(playerPrefab, SP.position, Quaternion.identity, 0);
     //Network.Instantiate(playerPrefab, spawnPoints[playerCount].position, Quaternion.identity, 0);
     
 
 
 }
 
 @RPC
 function SendPlayerCount()
 {
     //send playercount to client from server
 }
 @RPC
 function RecivePlayerCount()
 {
     //get playercount from server
     //playerCount = playerCount;
 }
 
 
 
 
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avatar image Benproductions1 · Feb 19, 2013 at 01:11 AM 0
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If every player knows that every other player has spawned, why not just count the number of spawned players, rather than using up your bandwidth with useless information?

avatar image KingKongFu · Feb 19, 2013 at 01:31 AM 0
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Well i tried something like that but the player count just is zero even if there are 3 or 4 player connected to the server

avatar image Benproductions1 · Feb 19, 2013 at 01:53 AM 0
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Also why do you have 2 RPC's for 1 purpose?

avatar image KingKongFu · Feb 19, 2013 at 02:01 AM 0
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Im just working on figuring out RPC what one was intended to do is send the number of players from the server the other is to receive the number of players on the client side

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