Open GoogleCodeExporter opened 9 years ago
hahaha that's hilarious. How could that possibly happen?
Could you check print the door owners serverside and clientside and see if they
differ?
1. Join your server
2. look at a door that has the bug
2. in the console of your client:
lua_run_cl print(LocalPlayer():GetEyeTrace().Entity.DoorData.Owner)
2. get your UserID (status in console on client or server, it's the number at
the very left of a player line)
3. enter this in the console of the server:
lua_run print(Player(x):GetEyeTrace().Entity.DoorData.Owner)
Where the x is your UserID.
So if your userID is 9 enter this:
lua_run print(Player(9):GetEyeTrace().Entity.DoorData.Owner)
Tell me what it outputs both times.
Original comment by fpeijnen...@gmail.com
on 10 Jun 2010 at 8:48
Here are the results:
MULTIPLAYER
My status player number is #2
After owning the door and running the script: Player [1][Mavbear]
But I still have access to the door.
I ran "lua_run Notify(Player(2), 1, 5,
tostring(Player(2):GetEyeTrace().Entity.DoorData.Owner))"..
Results:
Player [1][Mavbear]
SINGLEPLAYER
My status player number is #3
After owning the door and running the script: Player [1][Mavbear]
I ran "lua_run print(Player(3):GetEyeTrace().Entity.DoorData.Owner)"..
Results:
> print(Player(3):GetEyeTrace().Entity.DoorData.Owner)...
Player [1][Mavbear]
CONCLUSION
It's the same. I'll try it again when the user having the problems comes back
online.
Note that for MP I had to use Notify instead of print because I wasn't getting
any results.
Original comment by grunged.km@gmail.com
on 10 Jun 2010 at 10:01
Original comment by fpeijnen...@gmail.com
on 11 Jun 2010 at 2:03
Original issue reported on code.google.com by
grunged.km@gmail.com
on 10 Jun 2010 at 7:19