Development of the client part

Demo

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Mar 3, 2016
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I want to add in the client player needs a component - > do I define the player?

P. S - what I will achieve awakens posted on the forum

Debug.Log("1234");
string test = Convert.ToString(RustPlayerClient.localPlayerClient.netPlayer.ipAddress);
Debug.Log(test);
RustPlayerClient.localPlayerClient.gameObject.AddComponent<test>();
 

Jakkee

Retired Staff
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Plugin Developer
Jul 28, 2014
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I want to add in the client player needs a component - > do I define the player?

P. S - what I will achieve awakens posted on the forum

Debug.Log("1234");
string test = Convert.ToString(RustPlayerClient.localPlayerClient.netPlayer.ipAddress);
Debug.Log(test);
RustPlayerClient.localPlayerClient.gameObject.AddComponent<test>();
I think adding component is client sided, might be wrong.
Also for IP you can do Player.IP (Fougerte.Player.IP)
 

Demo

Member
Member
Mar 3, 2016
108
14
18
28
Parts Unknown
I think adding component is client sided, might be wrong.
Also for IP you can do Player.IP (Fougerte.Player.IP)
Don't think you understand what the topic is...

I want client side to identify the player and add to a no component - that is, the c# script - then you can handle

For example, to server to run a specific player for the client to test - the test to add just the same in that component
 

Demo

Member
Member
Mar 3, 2016
108
14
18
28
Parts Unknown
I think adding component is client sided, might be wrong.
Also for IP you can do Player.IP (Fougerte.Player.IP)
Now I'm trying to understand the game's client - modification to legacy missing from the server but client-side no

At the moment I'm trying to understand how can I send - accept requests via networkView.RPC from server to client and back