Replication

The Grapple Component supports replication, making it suitable for online multiplayer based projects.


Replication Mode on Input Functions

Some Input Functions on the Grapple Component support Networking, making them suitable for multiplayer projects. To this end, they often contain an input parameter named Replication Mode, which defines in which way an event should be replicated to other connections, using an enumeration of type enum_GS_ReplicationMode. This enumeration contains the following enumerators.

Do not replicateExecute the event on the current connection. It will not be sent over to the server or to clients.
Execute on all (if Server)If we are on the server, send the event over to all clients. If we are on a client, ignore the event.
Execute on All (if Owning Connection)If we are on the server, send the event over to all clients. If we are on a client, send the event to the server, which will in turn send it to all clients.
Execute on server (if Owning Client)If we are on the client, execute the event on the server.


Replication of Grapple Attempts

Grapple Attempt should be executed on the Owning Client. If the Grapple Criteria are met on the Client, they will be verified on the server. This is why some of the functions related to Selection Criteria have an input parameter that specifies whether they are executed in an Initial or a Final Phase.

If the criteria are also successful on the Server, it will have the Grapple Attempt Success (Input) Event executed on  all other connections.