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A [Photon] PvP Script.
Ok... I've been asking a lot of questions lately, but none of the questions seem to be getting any hits... So I'm going to generalize this. I think I may be too specific in previous questions for someone outside the project to recognize what's happening?
Anyways...
I'm making a photon RPG with unity3d. I've gotten melee player collision down to almost a science lol.
The next task is to send the kill winner between players to the rightful owner.
I've developed a small function to learn all the attacking players' PhotonView.ViewID's, and calculate who has dealt the most damage which is best found through the PhotonView.ViewID.
I figure it will be an RPC call. But sending it to the correct player seems to be the issue. I've configured multiple different solutions to this problem, and none of them seem to work properly.
So, My question: 1) What type of varible would I hold the kill count in?
public int kills;
private int Kills;
public int[] kCount;
private int[] KCount;
2) How can I send the RPC to the correct viewID of the winner?
[RPC]
private void sendLast(int thisWinner){
ownLog[winnerID]=0;//testing to see if winnerID is passed
lastID = thiswinner;//setting the LAST killer's ID as current
kC[lastID]+=1;
if(myPhotonView.viewID == lastID)
swordW.particleSystem.enableEmission = true;
}
3) How can I broadcast the winner's Score directly from the winner to the rest of the player's GUIs? (Highscore table - owner specific)
Is it possible to RPC OnGUI()?
Btw... I really need some assistance. I've been stuck on this for quite some time now...
I have seen this question: http://answers.unity3d.com/questions/636748/networking-rpc-to-specific-player.html
Where the question asker is directed to this website: http://docs.unity3d.com/Documentation/ScriptReference/NetworkView.RPC.html
And the cloning doesn't make sense to me... As I was reading and it started getting good I came across a dead link in docs... http://docs.unity3d.com/Documentation/$$anonymous$$anual/net-RPCDetails.html
Please... Any assistance!