Mover + weapons/items pickup problem

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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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so I had this weird bug with mover thing, I putted a mover and weapon pickup inside it (the Physics was "PHYS_none" for the weapon) and triggered it to make the mover opens and shows the weapon pickup. It worked perfectly fine on solo but when I tried it on multiplayer, for the clients, the mover didn't want to move and the physics of the weapon was like "PHYS_falling".

Im pretty sure "PHYS_none" would work on multiplayer without the mover covering it, whats the problem with the mover? I even removed the collision of the mover but still doesn't work...

P.S. Im talking about ClientMover if its different, also im talking about specific weapon pickup NOT KFRandomItemSpawn
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
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Its because the code declares it's physics is PHYS_Falling and its not replicated from the server to the client.
Server = PHYS_None
Client = PHYS_Falling

What you want:
Server = PHYS_None
Client = PHYS_None

Not sure how you can go about making this work though.
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
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but the physics "PHYS_none" was working fine for clients too! before I put these cursed movers on the weapons..
 

Fel

FNG / Fresh Meat
Aug 9, 2009
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well if it dont work, but a blocker under the wep AND use Trader door mover for only a 2 key (well technically 1 key) mover

You can also hard attach pickups to movers as well
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
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you dont HAVE to use traderdoor, just pick the mover that is appropriate for what you are doing specifically.
if you just want a triggered reveal, just use the basic mover, if you want ppl to be able to weld the door, then use kfdoormover.
etc etc etc.

can you take a screenshot of what you are trying to do exactly so we can maybe help you a bit better?
 
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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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ok um... here

you can see here normal mover with trigger
SU1.jpg



and there is weapons inside it as you can see the key of the mover is 0
SU2.jpg



when you trigger it, it goes to the key1 which inside the wall to show the weapons
SU3.jpg



and the weapons physics are none
SU4.jpg





works fine on solo, but on multiplayer the weapons physics goes "falling" and the mover doesn't want to move but other triggered stuff that have the same tag are working such as triggerlights
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
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could you use movers that are proximity triggered, and when triggered, move away and an aiscript there will spawn the weapon you want the person to get?

it's a hackneyed way of doing it, but its the closest thing i could think of since the pickups wont stay static (maybe missing replication code)
 
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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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you suggested me about doing that before in unglow weapons thread XD

well, a super complicated way would be to make movers that with a humanprox (or player bump, you decide) trig will move away somewhere, and have an aiscript spawn a weaponpickup where the mover was, so it seems like your picking up the non-glowing mover.
its complicated due to all the calls and waits involved with lots of pickups like this, so some might glitch and not work.

but I can't do that, It way complictated and I have limits with triggers
 

Fel

FNG / Fresh Meat
Aug 9, 2009
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just use a trader door, itll work (collide actors false)

RO_sauce... you don't HAVE to do a lot of things, but there are several ways to get the same conclusion.
 
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RoBoT

FNG / Fresh Meat
Mar 21, 2009
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kftraderdoor worked :D

but now i figured that i have other problem, ambient sounds on scripted triggers doesn't work on multiplayer
 

Fel

FNG / Fresh Meat
Aug 9, 2009
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kftraderdoor worked :D

but now i figured that i have other problem, ambient sounds on scripted triggers doesn't work on multiplayer

For an ambient sound on a script, since they dont work in MP I do this.

0- Wait For Event: whatever

1- PlaySound

2-Wait for Timer (lenght of sound)

3- Goto Action 1

This will wait for the sound to be triggered, then it will loop and constantly play sound

Remember to set a radius for the sound so players wont hear it everywhere lol

but I can't do that, It way complictated and I have limits with triggers

yea... he likes to take like 20 more steps that what it normally takes
 
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