• Networked variables only visible to server
    6 replies, posted
EDIT: SOLVED, steamcmd wasn't updating server properly. Having issues with Networked variables [CODE]hook.Add("PlayerInitialSpawn","ThisIsSampleCode",function(ply) ply:SetNWInt("AnyValue",42) end) [/CODE] Client will read that as 0 or default, where as server would read it as 42 when GetNWInt("AnyValue") is called on that player. Is this a known issue, or has something changed? Gamemode is TTT and the TTT NWvars don't work either. For example, dead people will always appear as spectators. [CODE]function ScoreGroup(p) if not IsValid(p) then return -1 end -- will not match any group panel if DetectiveMode() then if p:IsSpec() and (not p:Alive()) then if p:GetNWBool("body_found", false) then return GROUP_FOUND else local client = LocalPlayer() -- To terrorists, missing players show as alive if client:IsSpec() or client:IsActiveTraitor() or ((GAMEMODE.round_state != ROUND_ACTIVE) and client:IsTerror()) then return GROUP_NOTFOUND else return GROUP_TERROR end end end end return p:IsTerror() and GROUP_TERROR or GROUP_SPEC end[/CODE] Server is up to date.
Are you sure the server and client are running the same version? I'd bet your server is out of date.
-snip- Apparently I am wrong, thought it always said 'Server outdated' when you joined outdated servers.
The latest hotfix did not have changes which made the server and client "incompatible" which is why you did not get any outdated message on join.
Updated, made no difference, could be TTT still having all the old 'SetNetworkedVar' functions.
To double check: run print(VERSIONSTR) to make sure the server updated properly (steamcmd is known to have its issues).
[QUOTE=Bo98;47411589]To double check: run print(VERSIONSTR) to make sure the server updated properly (steamcmd is known to have its issues).[/QUOTE] Well, seems like steamcmd isn't updating as it should. It returned 2015.03.05.
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