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On this page
  • On Player Join
  • On Player Exit
  • Send Message
  • Send Message to [SP] Actors

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  1. Game Maker
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Events

PreviousTriggersNextBuild Singleplayer & Multiplayer Logic

Last updated 2 months ago

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Use Cases:

  • Show HUD at game start

  • "Auto unlock" quests upon entry

  • Track total player count in an Experience

  • Send messages to specific broadcast targets

Set Broadcast Type to All or Rules to send messages from objects to the Rules System.

On Player Join

On Player Join

This rule sends a message each time a new player joins an Experience.

Message to Send

Select the message that will be sent after a player joins.

On Player Exit

On Player Exit

This rule sends a message each time a new player leaves an Experience.

Message to Send

Select the message that will be sent after a player leaves.

Send Message

This is the only rule that will has broadcast types.

Send Message

UPDATED IN GAME MAKER 0.11

This can direct a message sent from the Rules System to a more specific target.

This rule sends a message to the targets specified in the Broadcast Type field:

  • All

  • Rules

  • Specific tags - add tags to broadcast to (and apply them to target objects)

  • Triggering actors

  • Objectives (quests)

This rule makes the Game Rules system more compatible with gameplays that will use the new team variable.

Required Message

Select the incoming message to trigger the rule.

Message to send

Select the outgoing message to be sent once the rule is triggered. Use the broadcast type to define which targets will receive the message.

Send Message to [SP] Actors

This is the only rule that will communicate with [SP] behaviours and components.

Send Message to [SP] Actors

NEW IN GAME MAKER 0.11

This rule may be used to improve performance in multiplayer Experiences.

This rule allows you to send a message:

  • from the server, including messages from [MP] behaviours and components

  • to the client, including [SP] behaviours and components

MULTIPLAYER BASICS In multiplayer Experiences, information is managed in two "layers":

  • Server (synchronised)

    • player and object movements and collisions

    • spawned objects

    • variable data

    • quest data

    • interactive logic that must communicate with any of these

  • Client (local)

    • stationary objects and their collisions

    • logic that can be managed off of the server for better performance

    • interactive logic that must communicate with any of these

Experiences play more smoothly when the server needs to manage less information.

This rule may be used to design more efficient Experiences. It may also allow for more game mechanics and/or assets to be added. Always test thoroughly.

Required Message

Select the incoming message to trigger the rule.

Message to send

Select the outgoing message to be sent once the rule is triggered.

Team - select a team that has been defined in behavior

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Spawn Point