0 votes

HEY! i tried making a multiplayer game, and in the calculateDirection() function i put rpc_unreliable but it doesn't work
here's the code:

extends KinematicBody2D

onready var maxTimeBetweenShots= global.gun_dict[global.holding]["time_between_shots"]
export var speed:= Vector2(30,30)

var bullet = load("res://gameObjects/bullet.tscn")

var direction: Vector2
var velocity: Vector2
var old_direction: Vector2

var timeBetweenShots: int
var in_body: bool

var old_speed
var b

signal bullet_hit

slave var slave_position = Vector2()
slave var slave_movement = Vector2.ZERO

slave func setPosition(pos):
    Network.update_position(get_tree().get_network_unique_id(), pos)
    print("updating position")

func _ready() -> void:
    old_speed = speed

func calculateVelocity(direction1) -> void:
    if Input.is_action_pressed("Shift"):
        speed = speed * 2
    velocity = direction1 * speed

func calculateDirection() -> void:
    if is_network_master():
        direction = Vector2( Input.get_action_strength("right") - Input.get_action_strength("left"), 
        Input.get_action_strength("down") - Input.get_action_strength("up"))

        rpc_unreliable('setPosition', Vector2(position) + velocity)

func createBulletInstance() -> void:
    if timeBetweenShots <= 0:
        b = bullet.instance()
        var dir = Vector2(1,0).rotated(get_parent().get_node("gun/gun").global_rotation)
        b.start(global.bullet_spawn_pos, dir)
        maxTimeBetweenShots= global.gun_dict[global.holding]["time_between_shots"]
        timeBetweenShots = maxTimeBetweenShots
        timeBetweenShots -= get_process_delta_time()

func _physics_process(delta: float) -> void:
    if direction != old_direction:
        if direction.x > 0 && $player_sprite.flip_h == true:
            $player_sprite.flip_h = false
        elif direction.x < 0 && $player_sprite.flip_h == false:
            $player_sprite.flip_h = true
    old_direction = direction
    speed = old_speed

func _process(delta: float) -> void:
#   $Label.text = Network.players[get_tree().get_network_unique_id()]["name"]
    var labelSize = $Label.rect_size
    $Label.rect_global_position = position + Vector2(-labelSize.x/2, -75)
    if Input.is_action_pressed("left_click") && global.holding != "none":
    if in_body && Input.is_action_pressed("E"):
        global.gun_throwing = false
        global.holding = "Pistol"

func set_global_playerpos() -> void:
    global.player_pos = position

func _on_detector_body_entered(body: Node) -> void:
    if body.is_in_group("Weapons"):
        in_body = true

func _on_detector_body_exited(body: Node) -> void:
    if body.is_in_group("Weapons"):
        in_body = false

func _on_detector_area_entered(area: Area2D) -> void:
        if area.is_in_group("Bullet"):
            $HealthPlayer.current -= area.damage
        elif area.is_in_group("Food"):
            $HealthPlayer.current += 5

func _on_HealthPlayer_depleted() -> void:

sync func _die():
    global.holding = "none"

Thanks for checking this out!

in Projects by (120 points)

What exactly do you mean by "not working"? Does it throw an error? Did you expect it to behave differently? Did you make sure the package actually arrived? (It's called "unreliable" for a reason)

it's supposed to call the setPosition but it doesn't call it at all, there are no errors though

In the script you provided I can't see any reason why it shouldn't. Can you provide an example project?

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