
Originally Posted by
wikkid
Makes kills shown on the client.
UTGame.ini
[UTGame.UTTeamDeathMessage]
bNoConsoleDeathMessages=False
... only clientsided
Deathmessages are actually server-sided, that's true but the value of bNoConsoleDeathMessages itself is client-sided. There's no replication of that value.
The server calls the a broadbast which will call the following function on the client side.
Code:
reliable client event ReceiveLocalizedMessage
There are several ways to force deathmessages to be shown on clients. A mutator/gamerule will be called if a specific event occurs (e.g. a death). Then by using a self-created ReplicationInfo class, you can replicated values to the client. The client has to process the "value".
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