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Question by champagne2008 · Aug 20, 2014 at 02:24 PM · weaponswitchpunneed

Problem with my weapon change system

Hello everybody, I am trying to create a solid weapon change system for my multiplayer FPS but i am stuck to a problem while deleting my old weapon prefab so i can instatiate my new one ( without having 2 weapons at the same time ).. So here is my script where i instatiate or destroy the weapons ..

 public void ChangeWeapon(Weapon newWeapon)
     {
 
         if (GetComponent<PhotonView> ().isMine) {
 
     
                         if (currentWeaponGO != null) {
                 
                                 GetComponent<PhotonView> ().RPC ("DestroyWeapon_RPC", PhotonTargets.All, viewID);
                         }
                 
 
                         GetComponent<PhotonView> ().RPC ("ChangeWeapon_RPC", PhotonTargets.All, newWeapon.name);
 
                         currentWeaponGO = PhotonView.Find (viewID).gameObject;
 
         }
 
                 
     }
     [RPC] public void DestroyWeapon_RPC (int weaponID){
 
 
         GameObject weapon=PhotonView.Find(weaponID).gameObject;
         Destroy (weapon);
 
     }
     [RPC] public void ChangeWeapon_RPC (string newWeapon){
     
         GameObject newWeap = (GameObject)Resources.Load(newWeapon) ;
         GameObject weaponGo;
 
     
         weaponGo = (GameObject)Instantiate(newWeap,weaponPos.position, weaponPos.rotation);
     
 
     
         weaponGo.transform.parent = weaponPos.transform;
 
 
         viewID = weaponGo.GetComponentInChildren<PhotonView> ().viewID;
 
     }


the problem is that i instatiate the object and its viewID = 0 because the server owns it.. Conclusion: when destroying a weapon every player loses his armed weapon what pretty sure nobody wants to.. i tried other ways with Photon.Instatiate.. but this has several other problems.. Has anybody an idea what I can do so everything works smooth?? greets and thank you!

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