legacy-FuriousBroccoli
06-30-2004, 05:05 PM
Hi all,
I'm trying to test out some code using a simple mutator. What I want to do is change the mesh and skin of every player/bot that joins my game (to a custom mesh+skin).
My code works when I host a listen game and have bots run from my machine. However if anyone logs into my game, their mesh does not change on my machine, and their meshes do not change on mine.
My code:
simulated function ModifyPlayer(Pawn Other)
{
super.ModifyPlayer(Other);
Other.bNoRepMesh = false;
Other.LinkMesh(Mesh(DynamicLoadObject("TeddyAnim.Teddy", class'Mesh')));
Other.Skins[0]=Texture(DynamicLoadObject("TeddyTex.TeddyBody", class'Texture'));
Other.Skins[1]=Texture(DynamicLoadObject("TeddyTex.TeddyHead", class'Texture'));
}
So I'm pretty sure this is a replication problem, but I don't know where to look. Any ideas?
Cheers,
Jeremy
I'm trying to test out some code using a simple mutator. What I want to do is change the mesh and skin of every player/bot that joins my game (to a custom mesh+skin).
My code works when I host a listen game and have bots run from my machine. However if anyone logs into my game, their mesh does not change on my machine, and their meshes do not change on mine.
My code:
simulated function ModifyPlayer(Pawn Other)
{
super.ModifyPlayer(Other);
Other.bNoRepMesh = false;
Other.LinkMesh(Mesh(DynamicLoadObject("TeddyAnim.Teddy", class'Mesh')));
Other.Skins[0]=Texture(DynamicLoadObject("TeddyTex.TeddyBody", class'Texture'));
Other.Skins[1]=Texture(DynamicLoadObject("TeddyTex.TeddyHead", class'Texture'));
}
So I'm pretty sure this is a replication problem, but I don't know where to look. Any ideas?
Cheers,
Jeremy