BOBA Playtest · published
-Modified networking options for better stability.
-Fixed an error when moving to the next floor adding a Transition Map for the server travel. This cleanly handles the Steam socket handoffs between levels, preventing the engine from tripping over the port 7777 network error and dumping everyone back to the main menu.
-routed the inside elevator button press through a new Server_PushElevator event on the player character, giving the Client a legal way to ask the Server to interact
-separated the visual door logic from the map transition logic using a Sequence node at the end of the safety branches. This ensures the Server handles the GameMode travel securely (Then 1) while all Clients get the Multicast to close the doors (Then 0) without hitting a null GameMode cast
-completely removed the GameMode cast from the Client's visual path. We changed the DigitIndex and SyncColor variables to RepNotify so the Server safely reads the master array, packages the final digit into a variable, and rings the Client's doorbell to paint the correct decal.
-added a Multicast_PlayErrorSound to the False pins of the elevator's safety branches. This ensures that if the Server rejects a button press (e.g., no power), everyone in the room actually hears the rejection buzzer instead of just the Host
-added a Multicast_PlayErrorSound to the False pins of the elevator's safety branches. This ensures that if the Server rejects a button press (e.g., no power), everyone in the room actually hears the rejection buzzer instead of just the Host.