![]() ![]() Now, I am really confused please help me. The above mentioned may be a problem but I also think it is not. in the Actor Script) to the current position and at the same time I am setting the current position to the puppet_position(in the Actor script). I think the problem may be this : The player doesn't move because in the player script, I am setting the puppet_position( i.e. > And also the main_menu_script if you need: `rset_unreliable("puppet_rotation", rot)` Remote func set_pos_and_rot(pos, rot): `rset_unreliable("puppet_position", pos)` Remote var puppet_position : Vector2 = Vector2.ZEROįunc movement_control(): `if Input.is_action_pressed("move_forward"):` Look_at(get_global_mouse_position()) # No need to care about this now Peer_ids = get_tree().get_network_connected_peers() My_id = get_tree().get_network_unique_id() Player_instance.position = Vector2(rand_range(0, 360), rand_range(0, 240)) Var player_instance = preload("res://Player/Player2D.tscn").instance() Var err = peer.create_client(IP_ADDRESS, PORT) Var err = peer.create_server(PORT, MAX_CLIENTS) Var peer = NetworkedMultiplayerENet.new () ![]() Get_tree().connect("network_peer_disconnected", self, "peer_disconnected") Get_tree().connect("network_peer_connected", self, "peer_connected") # get_tree().connect("connection_failed", self, "connection_falied") Get_tree().connect("server_disconnected", self, "disconnected") Get_tree().connect("connected_to_server", self, "connected") I am using a auto-loaded script : Network, to create the playersĪnd, a player script and a actor script to control and send rpc(s) to the other side When I try to move the player, it doesn't move and to worsen it the engine doesn't show any kind of errors as well. I am trying to make a multiplayer game and my player doesn't move when I am using unreliable rpc HDRI Haven – CC0-licensed panorama skies.CC0 Textures ⋅ ⋅ Texture Haven – CC0-licensed PBR materials.Godot Shaders – Shaders specifically made for use in Godot Engine.Awesome Godot (curated list of Godot resources).Twitter Read before posting: Frequently Asked Questions Community Platforms Discord Contributors Chat Support Godot development on Patreon! Reference material.HTTP server is normally visible and i can download files manually without issue.A community for discussion and support in development with the Godot game engine. I tried to sniff the traffic and it did not even try to contact http server to download squashfs. Loading sysrescuecd/boot/x86_64/sysresccd.img.īut i cannot figure out why it cannot boot it. Loading sysrescuecd/boot/intel_ucode.img. INITRD sysresccd/boot/intel_ucode.img,sysresccd/boot/amd_ucode.img,sysresccd/boot/x86_64/sysresccd.imgĪPPEND archisobasedir=sysresccd archiso_http_srv= checksumĭuring boot i normally get loading messages like: Loading sysrescuecd/boot/x86_64/vmlinuz. This is pxelinux.cfg/default file default menu.c32ĪPPEND initrd=networkboot/initrd.img inst.repo= ks=ĪPPEND initrd=networkboot/initrd.img method= devfs=nomount I get dropped to shell and path /dev/disk/by-label doesn't even exists, which begs me to think that it did not even load the proper image. ĮRROR: '/dev/disk/by-label/' device did not show up after 30 seconds. Waiting 30 seconds for device /dev/disk/by-label/. However, when i tried to configure to boot SystemRescueCD i constantly get stuck at: :: Mounting '/dev/disk/by-label/' to '/run/archiso/bootmnt' ![]() I have successfully installed PXE Server and managed to boot and install CentOS OS from it. ![]()
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