#Weird error

90 messages · Page 1 of 1 (latest)

mild summit
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extends Control

onready var multiplayer_config_ui = $Multiplayer_configure
onready var server_ip_address = $Multiplayer_configure/Server_ip_address

onready var device_ip_address = $CanvasLayer/Device_ip_address
func _ready() -> void:
    get_tree().connect("network_peer_connected", self, "_player_connected")
    get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
    get_tree().connect("connected_to_server", self, "_connected_to_server")
    
    device_ip_address.text = Network.ip_address

func _player_connected(id) -> void:
    print("Player " + str(id) + "has connected")
func _player_disconnected(id) -> void:
    print("Player " + str(id) + "has disconnected :(")

func _on_Create_server_pressed():
    multiplayer_config_ui.hide()
    Network.create_server()


func _on_Join_server_pressed():
    if server_ip_address.text != "":
        multiplayer_config_ui.hide()
        Network.ip_address = server_ip_address.text
        Network.join_server()

error:

- Parser Error: The identifier "Network" isn't declared in the current scope.
soft mulch
#

You're referencing something called Network, but that doesn't exist

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Did you copy this code from somewhere?

mild summit
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no

soft mulch
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What is Network supposed to be then?

mild summit
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network

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idk myself bro

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im just following a tutorial

soft mulch
#

So you did copy it from somewhere then

mild summit
#

no

soft mulch
#

You missed a part of the tutorial. Perhaps an autoload?

mild summit
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no

soft mulch
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Yes

mild summit
#

i followed this tutorial

soft mulch
#

And you must have missed something

mild summit
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no

soft mulch
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You're so confident, but it's clear you are missing something, because it doesn't work

mild summit
soft mulch
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You have failed to do something, I assure you

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Probably set an autoload

mild summit
mild summit
#

@soft mulch any progress of finding the error yet?

soft mulch
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I already told you

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You're referencing something that doesn't exist

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Most likely because you are missing an autoload

mild summit
#

bruh

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i already did

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did my autoload

soft mulch
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Maybe this tutorial is too advanced for you? It kind of seems like maybe you need more Godot experience

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Networking is hard

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But yes I'm still pretty sure the issue is your autoload. Unless there is a different error now?

mild summit
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:(

haughty plover
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did you make anything called network

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like a singleton

mild summit
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i dont understand

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:(

haughty plover
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if you dont know what a singleton is you probably shouldnt be working on a multiplayer game

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  • Parser Error: The identifier "Network" isn't declared in the current scope.
#

did you make anything that has the prefix Network

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??

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device_ip_address.text = Network.ip_address

mild summit
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yes

haughty plover
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is it in auto-load?

mild summit
#

my networking.gd is in autoload

haughty plover
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Is the prefix Network

mild summit
haughty plover
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check

mild summit
#

im on another pc

edgy yacht
mild summit
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basically the error is in

device_ip_address.text = Network.ip_address
haughty plover
#

then how are we supposed to help??

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obv

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we need to see the autoload tab to help

mild summit
#

what should i replace it with

edgy yacht
#

I guess the Autoload has a wrong name

haughty plover
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is Network.ip_address the users ip address?

mild summit
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exactly

haughty plover
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var ip = "127.0.0.1"

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gives back your ip address

mild summit
#

no

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its a multiplayer thingy

haughty plover
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"127.0.0.1" returns as the users ip address

haughty plover
#

you need to fix the autoload prefix

mild summit
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its not the autoload

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its the code

haughty plover
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do you have a screenshot of your autoload tab?

mild summit
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o

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no

haughty plover
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then take one?

mild summit
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im on another pc

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i will

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next time

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tomorrow

haughty plover
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then we cant help until tmrw

soft mulch
#

You shouldn't ask for help if you can't even follow up on answers right now

haughty plover
#

Agreed

edgy yacht
mild summit
#
extends Control

onready var multiplayer_config_ui = $Multiplayer_configure
onready var server_ip_address = $Multiplayer_configure/Server_ip_address

onready var device_ip_address = $CanvasLayer/Device_ip_address
func _ready() -> void:
    get_tree().connect("network_peer_connected", self, "_player_connected")
    get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
    get_tree().connect("connected_to_server", self, "_connected_to_server")
    
    device_ip_address.text = Network.ip_address

func _player_connected(id) -> void:
    print("Player " + str(id) + "has connected")
func _player_disconnected(id) -> void:
    print("Player " + str(id) + "has disconnected :(")

func _on_Create_server_pressed():
    multiplayer_config_ui.hide()
    Network.create_server()


func _on_Join_server_pressed():
    if server_ip_address.text != "":
        multiplayer_config_ui.hide()
        Network.ip_address = server_ip_address.text
        Network.join_server()

edgy yacht
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have you checked your Autoloads?

mild summit
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fixed

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thank you all

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thank you