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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Has anyone ever seen a script model show for the host, but not the coop players?
These numbers are models that are set randomly, and the host can see all three, but my coop player can't see the 3rd one..?? I'm worried that the third player couldn't see 2 maybe or worse. I don't have an alternative for this, other than making it a 3 digit code maybe if that helps...
Host
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Coop Player
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Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
what is it scripted in, and is it spawned in or there already... plus u can always do how nuketown did their counter
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
hmm... try hiding the pannel, but keep the numbers... it may just be positioning... I know waw is unique with positioning... so this is an easy test to see if the positioning is correct... it may be that the model is spawned for them, but is below the actual pannel. another thing might be clipping/lods, model count (just like hud elements), or a fault in the spawn script (i doubt that, since its gsc after all)
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
I've had this happen before when I was making the EE for Overrun - and it still does this (unfortunately).
I may have a fix though, its usually something to do with client side waits not working right. We've had a similar instance of this in Leviathan when the Excavators would only do the anims for the host, but not for the clients. The fix for this was to add 3 wait_network_frame() functions right before you set your model / set an anim.
We found that fix after realizing Treyarch using this method in a few of their scripts, so we tested it out and sure enough it worked. though keep in mind, Harry used this fix as well and it worked for him at first, but later stopped working, so its not a guarantee.
Hope this helps.
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