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Explosion is not networked properly #627
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I ran into this issue. If you look at it again createExplosion doesn't actually exist, it's just an example of a function that shows how to create an explosion. It also makes no mention of automatically ghosting or being sent to other clients. It's for this reason, and from reading through the code, that I concluded it's only intended to be spawned client side, like playing a sound. This doesn't mean the issue doesn't still exist though. I decided to solve it the same way sounds were handled: So if you want to play an explosion, like a sound, you use ServerPlayExplosion(); |
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If you look at the Explosion class, it declares IsGhost. It's designed around being on the clients. I'd say Andrew's solution looks like it would work well enough. |
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Definitely not a bug. Reviewing the source code it shows that it was designed to be used on client-side only as only its datablock |
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Ok, good answers. It still seems to me that the documentation implies it can be used as a regular object and ghosted. IMO we should fix that doc string to contain Andrew's example. |
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Added @andr3wmac's code to the docs. Incidentally, writing TS examples in the source is shite. |
This issue has persisted for a long time. Creating an
Explosionon the server, using this function for example, will not create the explosion for any clients.Solution: either make
Explosionwork as expected, provide a utility function to do so easily, or at the very least remove that example inexplosion.cpp.EDIT: Decided that this is a documentation issue. Will be resolved for 3.6.
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