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Events and Network
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LOCAL
- Set only local movement mode to this Event
By default all events movements synchronize between all players
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NET
- Make this eventGlobal
By default all events running for each player separately
Global
event runs in same time for all players
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NET lock
- block this event. Until the event is started by one player, the others can't start it. -
NET only [N]
- next event command will be run only for playerN
, where N - player number in party
Host (who started server) always player 1
Examples
NET only
- only for game server
NET only 2
- only for player 2
NET only 2|3
- only for player 2 or 3
NET only 2 A
- only for player with actor 2 (actor ID)
NET only 3|4 A
- only for player with actor 2 or 3
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NET except [N]
- same thatNET only
but contrariwise -
NET sync
in⚠️ Global
event - stops the event and waits until other players are in this particular place of the event. Then the event continues. -
NET sync
- synchronize particular command line (next belowNET sync
) between all players.Depends on the event
. Not works in Common Events. -
NET virtual
- same than NET sync fornon-global
simple events. Run same event command (next below 'NET virtual') for all players. Does not depend on the current event. Can be used in Common Events. Recommended for synchronizationself switches
,switches
andvariables
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NET setVariableSync ID
- make variable with ID synced between all players
When any player changed synced variable (Control Variables
event command), it's automatically send changes to all players. When new player connect to the server, his automatically receive synced variable value There can be **many **synced variables
Example
See also, 📄 Event commands table