What does jump do? If it modifies the position, you won't need to sync it. If it modifies another variable, sync that variable instead. You'll mostly need to sync variables you need to draw the other players correctly.
That error isn't as bad as it sounds. It means the server has sent the same player login info twice. It should not affect the rest of the functionality. Would you mind mailing (email@example.com) me the gmk/gmz so I can fix it?
It seems like you're having the same problem as namlunthkl. I'm not able to reproduce it, so it's impossible for me to fix.
Also, it seems like you're using instance_deactivate. Make sure to not deactivate the object the extension uses internally (global.__obj), or activate it directly after deactivating. Without it, things like the player position cannot be synced.
Well I can't fix it if I can't make the error appear and debug it. Besides, it's not hard to completely hide the error without any side effects (gms_debug_hide_errors). You won't ever see the error again if you call that function after gms_settings, and it won't affect the extension at all. Therefore, I don't think it's worth spending hours trying to find that bug :)
:), for multiple players, first player is not being synced to second client. (sorry about this. :P)
I think this is being caused by login error. (there might be something wrong in my computer which is doing this.)
Apologies for my late reply. Outlook is blocking all mail, which means I don't get notified when you post something.
I'm working on an update that will fix a few bugs. That may fix this one as well. Not too sure about it though. I'll be leaving for a short vacation shortly, so please don't expect the update for another two weeks or so.
Put gms_self_set in the step event, or whenever you change the value of the variable. Put gms_other_get when there's no way your code will work without knowing that variable (for example, if your draw code relies on knowing what z is, put gms_other_get in the draw event). Don't put it in the create event of other player objects, though. That's a limitation in GameMaker.
"whenever you change the value of the variable" its what where i am stucked on, i need to do like this?:
z = 0
//Later z will increase
//in last of step event i need to put gms_self_set code? Or need to replace all z of step event to gms self set? (i think not)
You shouldn't have to sync the collision, because the collision will affect the position of the object again, right? So if you just sync the position the collision will also be synced though the x, y, or z variable.
Yes but problem is when player goes on top of block then block becomes not solid
and if i will write player.z or otherplayer.z >=16
Then when other player will be on top, block will be not solid for player too
I thinks that its being seen by player that other player is stuck on block because block is solid for player not for other player so i need to do something that will make player see other player is not stuck on block
Don't handle collisions for the other player objects at all. If the other player object is solid, try making it not solid. The other player object should just copy movements from another client, not adjust those :)
Yes but solid is only block and it becomes not solid when player jumps on its top and then when player jumps down it becomes solid again, so when other player jumps on block when block is solid for obj_player so it looks like other player is stuck on it.
I don't see how that should be a problem. The extension directly modifies the position of the other player objects, so solid or not solid should not be a problem for the other players. Please send me the gmk/gmz so I can take a look :)