Alright, so I'm creating a gate which is opened and closed by a mechanism the player has to push. The gate mechanism consists of two assemblies, the first one is a drawbridge with a handle the player has to push. The 2nd assembly is the actual door and is affected by the first; moving the first assembly eventually pushes the 2nd assembly closing the door, and weight returns the mechanism to it's original position. I hope this makes sence.
The mechanism works great in single player but in multiplayer less so, heres the problem: The gate openes and closes nicely but is only affected by one players pushes, more specifically the first player who touched the mechanism. If anorher player tries to open/close the gate, he has no effect on it until the original pusher resets.
What I believe is happening: When a player touches the mechanism, the NetworkOwnership is set to said player and when he stops pushing the mechanism, he is still the NetworkOwner of the 2 assemblies of the mechanism?
So, from my little knowledge of scripting, I have an idea which might be able to solve this. If I set a touch funtion in the handle, making it so that if Player1 touches the handle, he is the NetworkOwner of both assemblies in the mechanism until it stops moving and the NetworkOwner is then set to the server. When Player2 touches the handle, he then becomes the owner?
Please let me know if you have a better idea of what the problem and/or solution might be. If you think my solution would work, I would greatly appreciate your help on how to set it up in a script. I currently use no scripts in the mechanism, only prismatic- and hinge constraints.
