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Question by tyler.douglas · Jan 16, 2012 at 02:27 AM · errorfpsnetworkboth

Network controller both help plz?

var playerPrefab:GameObject; var spawnObject:Transform; var gameName:String = "Angry_muffin";

private var refreshing:boolean; private var hostData:HostData[];

private var btnX:float; private var btnY:float; private var btnW:float; private var btnH:float;

function Start(){ btnX = Screen.width 0.05; btnY = Screen.width 0.05; btnW = Screen.width 0.1; btnH = Screen.width 0.1; }

function startServer(){ Network.InitializeServer(32, 25001, !Network.HavePublicAddress); MasterServer.RegisterHost(gameName, "Mzn", "zombie Game"); }

function refreshHostList(){ MasterServer.RequestHostList(gameName); refreshing= true; }

function Update(){ if(refreshing){ if(MasterServer.PollHostList().Length > 0){ refreshing = false; Debug.Log(MasterServer.PollHostList().Length); hostData = MasterServer.PollHostList(); } } }

function spawnPlayer(){ Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0); }

// Messages function OnServerInitialized(){ Debug.Log("Server initialized!"); spawnPlayer(); }

function OnConnectedToServer(){ spawnPlayer(); }

function OnMasterServerEvent(mse:MasterServerEvent){ if(mse == MasterServerEvent.RegistrationSucceeded){ Debug.Log("Registered Server!"); } } //GUI function OnGUI(){ if(!Network.isClient && !Network.isServer){

 if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server")){
     Debug.Log ("Starting Server");
     startServer();
 
     }
 
 if(GUI.Button(Rect(btnX, btnY * 1.2 + btnH, btnW, btnH), "Refresh Host")){
     Debug.Log ("Refeshing");
     refreshHostList();
 
     }
     if(hostData){
         for(var i:int = 0; i<hostData.length; i++){
             if(GUI.Button(Rect(btnX * 1.5 + btnW, btnY*1.2 + (btnH * i), btnW *3, btnH*0.5), hostData[i].gameName)){
                 Network.Connect(hostData[i]);
         
             }
         }
     }
 }

}

I am controlling both fps controlller? help plz

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