BetaNium
03-19-2011, 02:09 PM
Hello, I have been trying to replicate pawn's material change to clients without success.
This is my code structure:
class BOBPawn extends UTPawn;
var repnotify bool bAdrenalineMaterialOn;
replication
{
if(bNetDirty)
bAdrenalineMaterialOn;
}
simulated event ReplicatedEvent(name VarName)
{
if( VarName == 'bAdrenalineMaterialOn' )
{
if (bAdrenalineMaterialOn == true)
{
ChangeTheMaterial();
`log("bAdrenalineMaterialOn = true");
}
}
else
super.ReplicatedEvent(VarName);
}
exec function ChangeTheMaterial()
{
Mesh.SetMaterial(0, AdrenalineMaterial);
bAdrenalineMaterialOn = true;
if(Role < ROLE_Authority)
ServerChangeTheMaterial();
}
reliable server function ServerChangeTheMaterial()
{
ChangeTheMaterial();
}
This shows the material change on the server but on clients it does not change :(
Thanks in advance.
This is my code structure:
class BOBPawn extends UTPawn;
var repnotify bool bAdrenalineMaterialOn;
replication
{
if(bNetDirty)
bAdrenalineMaterialOn;
}
simulated event ReplicatedEvent(name VarName)
{
if( VarName == 'bAdrenalineMaterialOn' )
{
if (bAdrenalineMaterialOn == true)
{
ChangeTheMaterial();
`log("bAdrenalineMaterialOn = true");
}
}
else
super.ReplicatedEvent(VarName);
}
exec function ChangeTheMaterial()
{
Mesh.SetMaterial(0, AdrenalineMaterial);
bAdrenalineMaterialOn = true;
if(Role < ROLE_Authority)
ServerChangeTheMaterial();
}
reliable server function ServerChangeTheMaterial()
{
ChangeTheMaterial();
}
This shows the material change on the server but on clients it does not change :(
Thanks in advance.