Hey,
just a question about SyncThingState (or was it SyncStateThing?).
Imagine I am checking a player's flags over the network. If the flags equal something I want to output a message locally. However, the lag ruins this idea because GetActorFlags returns the flags as the local pc /currently/ knows them.. however they may have changed already, just the information hasnt yet travelled over the network...
Long story, short question, will SyncThingState help me to avoid this and will it stop the execution of the code following until the state is synched?
Thanks in advance,
-Raze
just a question about SyncThingState (or was it SyncStateThing?).
Imagine I am checking a player's flags over the network. If the flags equal something I want to output a message locally. However, the lag ruins this idea because GetActorFlags returns the flags as the local pc /currently/ knows them.. however they may have changed already, just the information hasnt yet travelled over the network...
Long story, short question, will SyncThingState help me to avoid this and will it stop the execution of the code following until the state is synched?
Thanks in advance,
-Raze
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You are all just jealous because you can't hear the small voices!!
You are all just jealous because you can't hear the small voices!!