I never tested it with MP, so try it I guess. But a quick look at the code suggests that it might not, while the timer is global it might be assuming the first player in a session might be the only one who gets affected by the timeout kill. If so, I don't have any plans to support multiplayer.
can confirm it works. all players die and their HUDS update appropriately.
non-important caveats: they don't display death sprites and there's a desync message, BUT after host uses changemap, even though the desync message persists, they seem to still position themselves correctly.
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does this work in multiplayer?
I never tested it with MP, so try it I guess. But a quick look at the code suggests that it might not, while the timer is global it might be assuming the first player in a session might be the only one who gets affected by the timeout kill. If so, I don't have any plans to support multiplayer.
can confirm it works. all players die and their HUDS update appropriately.
non-important caveats: they don't display death sprites and there's a desync message, BUT after host uses changemap, even though the desync message persists, they seem to still position themselves correctly.