this doesn't work because ure a failure
I found out what was wrong, thanks truceInstead of doing %i in the messageAll command i needed to do clientGroup.GetObject(%i).WhateverIt was hard to find out but you showed me.Thanks again.
EDIT: If you're curious of other methods, just call .dump() for ClientGroup while hosting sometime.
class GameConnection : public NetConnection { public: virtual Script onConnectRequestTimedOut() {} virtual Script onConnectRequestRejected() {} virtual Script onConnectionError() {} virtual Script onConnectionDropped() {} virtual Script onConnectionTimedOut() {} virtual Script onConnectionAccepted() {} virtual Script setLagIcon() {} virtual Script initialControlSet() {} virtual Script prepDemoPlayback() {} virtual Script prepDemoRecord() {} virtual Script setLoadingIndicator() {} virtual Script resetVehicles() {} virtual Script Cheat() {} virtual Script createPlayer() {} virtual Script spawnPlayer() {} virtual Script InstantRespawn() {} virtual Script onDeath() {} virtual Script onEnterMissionArea() {} virtual Script onLeaveMissionArea() {} virtual Script setCanRespawn() {} virtual Script onClientLeaveGame() {} virtual Script onClientEnterGame() {} virtual Script setScore() {} virtual Script incScore() {} virtual Script syncClock() {} virtual Script endMission() {} virtual Script startMission() {} virtual Script onDrop() {} virtual Script onConnect() {} virtual Script onConnectRequest() {} virtual Script onGhostAlwaysObjectsReceived() {} virtual Script onGhostAlwaysFailed() {} virtual Script clientWantsGhostAlwaysRetry() {} virtual Script onDataBlocksDone() {} virtual Script loadMission() {} virtual Script spamReset() {} virtual Script spamMessageTimeout() {} virtual Script killDupes() {} virtual Script autoAdminCheck() {} virtual Script startLoad() {} virtual Script authCheck() {} virtual void setHasAuthedOnce(bool) {} virtual bool getHasAuthedOnce() {} virtual void setJoinPassword() {} virtual void setConnectArgs() {} virtual void transmitDataBlocks(int sequence) {} virtual void activateGhosting() {} virtual void resetGhosting() {} virtual bool setControlObject(ShapeBase object) {} virtual int getControlObject() {} virtual bool isAIControlled() {} virtual bool play2D(AudioProfile ap) {} virtual bool play3D(AudioProfile ap, Transform pos) {} virtual bool chaseCam(int size) {} /*! Set new FOV in degrees. */ virtual void setControlCameraFov(int newFOV) {} virtual float getControlCameraFov() {} virtual void setBlackOut(bool doFade, int timeMS) {} virtual void setMissionCRC(int CRC) {} /*! Disconnect a client; reason is sent as part of the disconnect packet. */ virtual void delete(string reason=NULL) {} virtual void setPlayerName() {} virtual string getPlayerName() {} /*! records the network connection to a demo file. */ virtual void startRecording(string fileName) {} /*! stops the demo recording. */ virtual void stopRecording() {} /*! plays a previously recorded demo. */ virtual bool playDemo(string demoFileName) {} virtual bool isDemoPlaying() {} virtual bool isDemoRecording() {} /*! Get the server connection if any. */ virtual int getServerConnection() {} virtual void transmitSteeringPrefs() {} virtual void transmitStaticBrickData() {}};
Or this, lol.