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Has anyone used the zoning method with the OpenLevel node outlined in the FAQ? (I know the example is not ready yet.)
I have it working, but it does not work as I expected and I am trying to figure out what I need to change.
I have two dedicated server processes running on the same PC with different port numbers and different maps. Players can connect to the first server w/o problem but if one of the players zones (trigger box) it kicks all the connected players off the first server. The zoning Player connects to the second server fine.
What am I missing here?
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Originally posted by Rhynedahll View PostPlayers can connect to the first server w/o problem but if one of the players zones (trigger box) it kicks all the connected players off the first server.
Originally posted by conFIGured View PostDoes anybody know how to add more classes select in main menu(it states at a toggle widget) but i cant figure it out.. Well that's certainly not the best way to do it - I'd probably create a new widget to use as class toggles. That widget should contain a button that when clicked, changes its style to the "active" style and changes the style of its siblings (you can use GetParent -> GetChild) to "inactive" style. Active and inactive styles can be variables. When clicked, it should also set ClassSelection variable in MainMenu to the toggle's character class, the same as it was done in the demo. The character class variable of the toggle widget should be Exposed and Editable, so that you can choose it when adding a new toggle to the MainMenu in Designer view. You can set the text and/or icon of the toggle in its Event Construct, based on its character class.
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Originally posted by conFIGured View PostIT is pretty though!
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Originally posted by CodeSpartan View PostMake sure that you're calling OpenLevel only on the client that owns the character that has stepped into the trigger. If the server calls it, it will change the map, quite possibly kicking the players. Other players shouldn't call it either. To call it only on the owning client, you can use IsLocallyControlled node on the character.
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Originally posted by conFIGured View PostWas that the thing you put a pencil in on paper and spin it around, had teeth like a gear? lol
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I've been working on this for a few hours but haven't made any headway.
I want to spawn the player at the location he logged out from, not at PlayerStart. I have a scheme for saving the logout location but haven't found a way to set the player's location at OnPostLogin. Setting the Initial Location and Rotation of the player controller doesn't appear to work.
Does anyone have an idea how this might this be accomplished?
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Originally posted by ZeitenHi Rhynedahll,
If you take a look inside the "MMOPlayerCharacter" on the Event OnEndViewTarget, when the Server (switch has authority -> Authority) is ran, it sends a SaveCharacter request via the MMOPlayerState. If you take a look inside the "MMOPlayerState > Create Save Character Request" within the first commented block, it fills in the posx, posy, posz, and yaw for the character. These fields are used when logging into the game world to set the location of the character 'spawning/logging' in.
I hope this helps a bit.
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Originally posted by CodeSpartan View PostThe screenshot is epic. Well that's certainly not the best way to do it - I'd probably create a new widget to use as class toggles. That widget should contain a button that when clicked, changes its style to the "active" style and changes the style of its siblings (you can use GetParent -> GetChild) to "inactive" style. Active and inactive styles can be variables. When clicked, it should also set ClassSelection variable in MainMenu to the toggle's character class, the same as it was done in the demo. The character class variable of the toggle widget should be Exposed and Editable, so that you can choose it when adding a new toggle to the MainMenu in Designer view. You can set the text and/or icon of the toggle in its Event Construct, based on its character class.
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Originally posted by Rhynedahll View PostI've been working on this for a few hours but haven't made any headway.
I want to spawn the player at the location he logged out from, not at PlayerStart. I have a scheme for saving the logout location but haven't found a way to set the player's location at OnPostLogin. Setting the Initial Location and Rotation of the player controller doesn't appear to work.
Does anyone have an idea how this might this be accomplished?
It's the default behavior - when the character logs off, its location is saved to the db and it will spawn at that location the next time the player enters the world. So it should work like that out of the box unless you've changed something.
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I'm trying to modify the ability Data Asset. I want to be able to add a new ENUM list to it, similar to the example in the Online documentation. Seen below
I've tried modifying the existing enum by changing the UMETA display name, but there is no change in the blueprint.
How would i go about getting this change to work, or add a whole new enum list to the data asset?
This is the code i've added (Spellcasted Enum) to try to add a new enum to the data asset.
Data is being modified under the Ability.h C++ file
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Originally posted by CodeSpartan View PostHi,
It's the default behavior - when the character logs off, its location is saved to the db and it will spawn at that location the next time the player enters the world. So it should work like that out of the box unless you've changed something.
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Originally posted by tizorg View Post[...]
The compilation should show you that you've made two variables with the same name (both are called Type), so you should rename one to get a successful compilation.
When you get a successful compilation, restart the editor.
Originally posted by Rhynedahll View PostThanks! We bought the MMO KIT as a reference and learning aid and are not actually using it as the basis of our project. Our design does not incorporate most of the standard MMORPG mechanisms, such as identified quest givers and linear quests, and rather than heavily modify the kit we are simply reconstructing/cloning/adapting elements of it.
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