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Don't spawn items you can't pick up in MP #200
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they need to be synced instead of ignored as the very first time that someone goes through them they are a valid pickup. after that first pickup they just never get deleted on the other clients and remain as ghosts with no effect Edit: a good reason to keep that functionality is that it is the only way for level makers to define specific item spawns in mp afaik |
My suggestion is to resolve the bug for now as suggested, and if it's wanted to be able to make specific item spawns in multiplayer we can address that separately, since that would carry additional considerations (What comes back in its place when it respawns? What should the respawn timer be for them?). To fix the bug, I'd convert these spawns to normal spawn points, rather than remove them entirely. |
Currently have some code I'm testing that seems to work OK that handles it similarly to @luponix 's suggestion, e.g. in the Ascent scenario it detects health orbs with invalid netIds, destroys them, and then respawns a one-use sync'd replacement. I think @roncli 's "additional considerations" questions are good and raise the point of whether or not I should look at adding in that exact behavior that I implemented for Miasmic's arena mode mod into olmod if mapmakers want to use that. I'll create a separate improvement issue to pull that code over into olmod at some point in the future. |
I'd go with the one-use sync'd replacement, that keeps the items in the game and makes them do what you'd expect. |
The "Ascent Issue" - ignore items like CM health spawns which display on client but can't truly be picked up
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