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Question by lonelycamper · Jan 29, 2018 at 01:53 AM · networkingauthoritative

Destroying a non player object and syncing it with client and host unet

When I try to destroy my enemy ai it doesn't sync to all players on the player that shoots the enemy sees the enemy die

I've tried syncing making it destroy the object on the player that has the network authority but Whenever I try it says there's no network authority

And I've tried just launching the commands on the enemy by itself but that only shows on the player that kills the enemy

My enemy ai Code:

  public void takeDamage(int __amount) {
 
         if (isDead)
             return;
         enemyHealth -= __amount;
         if (enemyHealth <= 0) {
 
 
 
             die();
 
         }
 
     }
 
 
 
 
     public void die()
     {
 
         //GameObject rg = (GameObject)Instantiate(ragDoll, transform.position, Quaternion.identity);
         //GameObject bS = (GameObject)Instantiate(bloodSplatter, transform.position, Quaternion.identity);
 
         //enemyGFX.SetActive(false);
         //isDead = true;
         CmdEnemyOnDie();
 
 
 
 
     }
     [Command]
     public void CmdEnemyOnDie()
     {
 
         RpcEnemyOnDie();
 
     }
 
     [ClientRpc]
     private void RpcEnemyOnDie()
     {
 
         GameObject rg1 = (GameObject)Instantiate(ragDoll, transform.position, Quaternion.identity);
         Destroy(rg1, 60);
 
 
         Destroy(enemyGFX);
 
     }
 
 }
 

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avatar image lonelycamper · Jan 29, 2018 at 02:25 AM 0
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please help ;(

avatar image lonelycamper lonelycamper · Jan 30, 2018 at 01:54 AM 0
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anyone at all today?

avatar image bobisgod234 lonelycamper · Jan 30, 2018 at 05:48 AM 0
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Commands only work on Player Objects, and I am assu$$anonymous$$g your Enemy AI is not a Player Object.

I would suggest either routing the CmdEnemyOnDie command through your PlayerObject, or doing all damage checking (calls to takeDamage()) exclusively on the server, and just call RpcEnemyOnDie straight from your die() function.

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Answer by NerdHerdGames · Jan 30, 2018 at 04:14 AM

Does your Enemy AI GameObject/Prefab have a NetworkIdentity attached to it? If it's a networked item that all players connected to your match can see and interact, you should have on it. If you do, you can just call Destroy(gameObject) on the gameObject on the Server and it will destroy it for every player connected to your match.

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avatar image lonelycamper · Jan 30, 2018 at 11:37 PM 0
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But my script checks if the enemy it hits health is low how does it know to destroy the right enemy

avatar image lonelycamper lonelycamper · Jan 31, 2018 at 01:48 AM 0
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Is there away to maybe grab the id of the enemy and delete the specific one that was killed?

avatar image NerdHerdGames lonelycamper · Jan 31, 2018 at 09:30 PM 0
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Damage/Health calculations should be handled on the Host/Server side of things. If Health < 0 on server, Destroy(gameObject)

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