has anyone created custom behaviours that use the grabbable interact type ? i've gotten everything to work, except the object drop and throw functions aren't being synced with other players (the object remains in the HELD_HELD state for all other players). from what i can tell reading through the game's interaction code, its some issue with network_send_object()
this function (mario_drop_held_object()) along with mario_throw_held_object() run for only the local player, and then use a network_send_object() call, which seems to be the culprit
my behavior code is set up near-identically to other grabbable objects like bobombs; it simply won't change held state for other players due to this function not syncing the object. Other players are able to pick up the object just fine and it enters its HELD_HELD state (where rendering and tangibility are disabled), but they won't change held state after that.
for reference, here is the segment of my code that spawns the object (i am using spawn_sync_object() with a network_init_object() call):
and here is the code that handles alternate held states, located within the behavior's loop function:
i'm pretty stumped on how to go about fixing this, so any insight would be appreciated. if any more information is needed, just let me knoww.
this function (mario_drop_held_object()) along with mario_throw_held_object() run for only the local player, and then use a network_send_object() call, which seems to be the culprit
my behavior code is set up near-identically to other grabbable objects like bobombs; it simply won't change held state for other players due to this function not syncing the object. Other players are able to pick up the object just fine and it enters its HELD_HELD state (where rendering and tangibility are disabled), but they won't change held state after that.
for reference, here is the segment of my code that spawns the object (i am using spawn_sync_object() with a network_init_object() call):
and here is the code that handles alternate held states, located within the behavior's loop function:
i'm pretty stumped on how to go about fixing this, so any insight would be appreciated. if any more information is needed, just let me knoww.