How to damage others but ignore self
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Hello there! I really like Photon so far, but I'm pretty new to it so I have some issues at the moment in regards to specific players taking damage etc.
So the way it currently works is that every player is syncing their health with this:
I can't seem to figure out a way for the meteor to not damage the one who cast it. Right now I'm instantiating it with PhotonNetwork.Instantiate and then the meteor has a script on it that basically just checks everyone it collides with and deducts the damage from the HP.
How would I make it so that the meteor ignores the player that cast it fully? I've tried with PunRPC but no matter how I wrote it I couldn't get it to work properly. It would either damage the wrong player or all players.
If you need more information let me know. I really hope someone can help me with this as I haven't been able to search my way out of it
So the way it currently works is that every player is syncing their health with this:
void Update() { if (!m_PhotonView.isMine) { playerHealth.setHealth(health); } else { health = playerHealth.getHealth(); } } public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { stream.SendNext(health); stream.SendNext(anim.GetFloat("m_MoveSpeed")); } else { health = (int)stream.ReceiveNext(); anim.SetFloat("m_MoveSpeed", (float)stream.ReceiveNext()); } }That seems to work ok, but what I want to do is for example to have one player cast a meteor, but I only want the meteor to be able to damage all players except for the one who cast it.
I can't seem to figure out a way for the meteor to not damage the one who cast it. Right now I'm instantiating it with PhotonNetwork.Instantiate and then the meteor has a script on it that basically just checks everyone it collides with and deducts the damage from the HP.
How would I make it so that the meteor ignores the player that cast it fully? I've tried with PunRPC but no matter how I wrote it I couldn't get it to work properly. It would either damage the wrong player or all players.
If you need more information let me know. I really hope someone can help me with this as I haven't been able to search my way out of it
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Alright so I got it to work by giving each player an ID in a manager each of the player prefabs has.
Whenever I spawn the meteor I give it an owner ID as well, which is the same as the player that cast it, and then I check in the collision if the owner id is same as player ID, if they are, it will not damage vice versa.
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