Godot 4.2.1
Im having an issue with what i believe is authority not being given and so nothing synchronizes. I have both a player and world script, ive followed a tutorial and just went from there, please ask if i should send a link to this tutorial.
Player script:
signal health_changed(health_value)
@onready var camera = $Camera3D
@onready var anim_player = $AnimationPlayer
@onready var muzzle_flash = $Camera3D/LR3002/MuzzleFlash
@onready var raycast = $Camera3D/LR3002/RayCast3D
@onready var gunshot_sound = $Camera3D/LR3002/GunshotSound
@onready var LR300 = $Camera3D/LR3002
@onready var Hammer = $Camera3D/Hammer
@onready var health_label = $CanvasLayer/HUD/HealthNumber
var health = 100
var SPEED = 4.0
var damage = 40
const JUMP_VELOCITY = 15.0
var gravity = 50.0
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
func _ready():
if not is_multiplayer_authority(): return
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
camera.current = true
func _unhandled_input(event):
if not is_multiplayer_authority(): return
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * .0025)
camera.rotate_x(-event.relative.y * .0025)
camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)
if Input.is_action_just_pressed("shoot") and anim_player.current_animation != "shoot":
play_shoot_effects.rpc()
gunshot_sound.play()
if raycast.is_colliding():
var hit_player = raycast.get_collider()
print("Hit player:", hit_player)
# Use the attacker's damage variable when calling receive_damage
hit_player.receive_damage.rpc_id(hit_player.get_multiplayer_authority(), damage)
func _physics_process(delta):
if not is_multiplayer_authority(): return
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("kill"):
print("Killing!")
health = 0
if Input.is_action_just_pressed("slot1"):
print("Switching to Hammer")
Hammer.show()
LR300.hide()
gunshot_sound.volume_db = -80
damage = 0
print("Damage after switching to Hammer:", damage)
if Input.is_action_just_pressed("slot2"):
print("Switching to LR300")
Hammer.hide()
LR300.show()
gunshot_sound.volume_db = 30
damage = 40
print("Damage after switching to LR300:", damage)
var input_dir = Input.get_vector("left", "right", "up", "down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction.length() > 0:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
if Input.is_action_just_pressed("sprint"):
SPEED = 8.0
if anim_player.current_animation == "shoot":
pass
elif SPEED == 8.0:
anim_player.play("sprint")
else:
# Do not acknowledge or play any animation
pass
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if anim_player.current_animation != "shoot":
anim_player.play("idle")
if Input.is_action_just_released("sprint"):
SPEED = 4.0
if anim_player.current_animation == "shoot":
pass
elif input_dir != Vector2.ZERO and is_on_floor():
if SPEED == 8.0:
anim_player.play("sprint")
else:
anim_player.play("idle")
move_and_slide()
func _on_animation_player_animation_finished(anim_name):
if anim_name == "shoot":
anim_player.play("idle")
@rpc("call_local", "any_peer")
func play_shoot_effects():
print("Firing")
anim_player.stop()
anim_player.play("RESET")
anim_player.play("shoot")
muzzle_flash.restart()
muzzle_flash.emitting = true
@rpc("any_peer")
func receive_damage(weapon_damage):
health -= weapon_damage
print("Health after damage:", health)
emit_signal("health_changed", health)
print("Taking damage")
if health <= 0:
health = 100
print("killed player")
position = Vector3(randf_range(-24, 24), 2, randf_range(-24, 24))
func f1_kill():
if Input.is_action_just_pressed("kill"):
print("Killed!")
health = 0
position = Vector3(randf_range(-24, 24), 2, randf_range(-24, 24))
World script:
@onready var main_menu = $CanvasLayer/MainMenu
@onready var address_entry = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/AddressEntry
@onready var hud = $CanvasLayer/HUD
@onready var health_bar = $CanvasLayer/HUD/HealthBar
const PlayerScene = preload("res://player.tscn")
const PORT = 9999
var enet_peer = ENetMultiplayerPeer.new()
func _unhandled_input(event):
if Input.is_action_just_pressed("quit"):
get_tree().quit()
func _on_solo_button_pressed():
main_menu.hide()
hud.show()
# For single-player, instantiate the player scene directly
var player = PlayerScene.instantiate()
player.name = "Player" # Set a default name for single-player
add_child(player)
add_player(multiplayer.get_unique_id())
if player.is_multiplayer_authority():
player.health_changed.connect(update_health_bar)
print("Single-player mode initiated.")
func _on_host_button_pressed():
main_menu.hide()
hud.show()
enet_peer.create_server(PORT)
multiplayer.multiplayer_peer = enet_peer
multiplayer.peer_connected.connect(add_player)
multiplayer.peer_disconnected.connect(remove_player)
add_player(multiplayer.get_unique_id())
upnp_setup()
func _on_join_button_pressed():
main_menu.hide()
hud.show()
var address = address_entry.text
if address == "":
address = "127.0.0.1"
enet_peer.create_client(address, PORT)
multiplayer.multiplayer_peer = enet_peer
func add_player(peer_id):
print("Player connected: ", peer_id)
var player = PlayerScene.instantiate()
player.name = str(peer_id)
add_child(player)
player.health_changed.connect(update_health_bar)
print("Player is authority")
func remove_player(peer_id):
var player = get_node_or_null(str(peer_id))
if player:
player.queue_free()
print("Player disconnected: ", peer_id)
func update_health_bar(health_value):
health_bar.value = health_value
func _on_multiplayer_spawner_spawned(node):
if node.is_multiplayer_authority():
node.health_changed.connect(update_health_bar)
func upnp_setup():
var upnp = UPNP.new()
var discover_result = upnp.discover()
assert(discover_result == UPNP.UPNP_RESULT_SUCCESS, \
"UPnP Discover Failed! Error %s" % discover_result)
assert(upnp.get_gateway() and upnp.get_gateway().is_valid_gateway(), \
"UPnP Invalid Gateway!")
var map_result = upnp.add_port_mapping(PORT)
assert(map_result == UPNP.UPNP_RESULT_SUCCESS, \
"UPnP Port Mapping Failed! Error %s" % map_result)
print("Success! Join Address: %s" % upnp.query_external_address())