xenoglyph Posted March 23, 2016 Share Posted March 23, 2016 (edited) IsoObject.transmitModData() give this: receiveObjectModData: index=-1 is invalid x,y,z=10878,10116,0 is this still a work in progress? currently attempting to use custom sendServerCommand as a workaround. Edited March 23, 2016 by xenoglyph Link to comment Share on other sites More sharing options...
blindcoder Posted March 23, 2016 Share Posted March 23, 2016 You normally don't need to transmit mod data manually, that's done automatically. Link to comment Share on other sites More sharing options...
xenoglyph Posted March 23, 2016 Author Share Posted March 23, 2016 i figured that, but it wasn't working so i attempted it manually. Link to comment Share on other sites More sharing options...
xenoglyph Posted March 23, 2016 Author Share Posted March 23, 2016 i think in some places (especially some events) i'm not gaining access to the actual object with my modData, but a copy or clone of some kind. i think that's the real root of my problem. Link to comment Share on other sites More sharing options...
xenoglyph Posted March 23, 2016 Author Share Posted March 23, 2016 Sorry for being spammy, but something else I noticed was that transmitModData() is implemented in IsoObject, so only objects which inherit from it can do the automagical sychronization (i think). This, for instance, excludes InventoryItem objects unless they happen to gain an IsoWorldInventoryObject in their .worldItem field. Link to comment Share on other sites More sharing options...
blindcoder Posted March 23, 2016 Share Posted March 23, 2016 That's true, I believe. But it also reinforces the automatic synchronisation I was talking about. InventoryItem has getModData() just as IsoObject has. Link to comment Share on other sites More sharing options...
xenoglyph Posted March 27, 2016 Author Share Posted March 27, 2016 yeah, i was rambling way too much before i got my hands dirty. i have a tendency of doing that. you're 100% correct. this whole thread was kinda pointless, i'll try to have more restraint. on a side note i love how easy it is to create your own custom little client/server protocol for mods using the Lua functions. Link to comment Share on other sites More sharing options...
blindcoder Posted March 27, 2016 Share Posted March 27, 2016 Don't apologise for asking Link to comment Share on other sites More sharing options...
nolanri Posted June 6, 2016 Share Posted June 6, 2016 isoWorldObject moddata is not saving for me on multiplayer. its nil if i leave the loaded cell and come back, or if I rejoin. transmit moddata doesnt help either. transmitCompleteItemToServer() will save the moddata I set BUT only as a completely new duplicate item. what should I do? Link to comment Share on other sites More sharing options...
blindcoder Posted June 7, 2016 Share Posted June 7, 2016 try item:transmitModData(); Link to comment Share on other sites More sharing options...
nolanri Posted June 7, 2016 Share Posted June 7, 2016 i tried both item:transmitModdata() and item:getWorldItem():transmitModdata() already. neither seem to do anything. transmitCompleteItemToServer "works" in saving the mod data to server but as i said it makes it as a duplicate item Link to comment Share on other sites More sharing options...
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