My mod, Scarlet Devil Mansion, has bugs that arise with DoorBreach and MalfunctioningDoors.
[02:05:18.2835957] [Info : Unity Log] Is being used set to False by RPC
[02:05:18.2835957] [Debug :DoorBreach] Broken: False
[02:05:18.2835957] [Debug :DoorBreach] Current health: 2
[02:05:18.2835957] [Debug :DoorBreach] Damage dealt: 1
[02:05:18.2835957] [Debug :DoorBreach] Source: PLAYER
[02:05:18.4674810] [Info : Unity Log] Is being used set to True by RPC
[02:05:18.4674810] [Debug :DoorBreach] Broken: False
[02:05:18.4674810] [Debug :DoorBreach] Current health: 1
[02:05:18.4680037] [Debug :DoorBreach] Damage dealt: 1
[02:05:18.4680037] [Debug :DoorBreach] Source: PLAYER
[02:05:18.4680037] [Fatal :TestAccountVariety] Name? NET_Door180_Prefab(Clone)
[02:05:18.5678704] [Info : Unity Log] Is being used set to False by RPC
[02:05:18.5678704] [Error : Unity Log] [Netcode] NetworkBehaviour index 4 was out of bounds for NET_Door180_Prefab(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.
[02:05:18.5688761] [Error : Unity Log] [Netcode] NetworkBehaviour index 4 was out of bounds for NET_Door180_Prefab(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.
The underlining issue is that the scripts are added to all doors, the patch code in question. When a RPC call is called, it just fails and reports the error above. Why my door has these issues and not other doors is beyond me. I suggest that the network scripts are added to the network door prefabs instead at StartOfRound.Awake() or RoundManager.Awake().
My mod, Scarlet Devil Mansion, has bugs that arise with DoorBreach and MalfunctioningDoors.
The underlining issue is that the scripts are added to all doors, the patch code in question. When a RPC call is called, it just fails and reports the error above. Why my door has these issues and not other doors is beyond me. I suggest that the network scripts are added to the network door prefabs instead at
StartOfRound.Awake()
orRoundManager.Awake()
.