Namely:
inst.AnimState:SetClientsideBuildOverride("insane", "rabbit_build", "beard_monster") inst.AnimState:SetClientsideBuildOverride("insane", "rabbit_winter_build", "beard_monster")
These overrides actually do sync to other clients whenever they're updated, which happens in a non-dedicated client hosted server, as there's a local player there to change sanity and these values.
Remote clients will override the change again if their sanity updates, but the server will then do so again anyway, and this repeats and repeats.
Steps to Reproduce
- Start a server with no caves.
- Have another player join and both go near a Rabbit. Player A is the server host, player B is a remote client.
- Have player B at high sanity, and player A at low enough sanity for them to see the Rabbit as a Beardling instead.
- As player B, notice how the Rabbit will turn into a Beardling on your end.
- Use things that change sanity quickly (or simply eat food that changes sanity even if by a bit) on both players, and check how bad it gets for player B (while making sure player A still perceives the Rabbit as a Beardling, and player B perceives it as Rabbit).
These steps also work with Bunnymen.
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