I made a conversation system in ACS, but I'm having a problem freezing the player in place during the conversation. The past few tests have been mind wrecking: Either all players would freeze, or no players would freeze - or there would be a weird mix of in-between where the conversant doesn't get frozen but the rest do, and many more, but i cannot remember them all. At first I was using a clientside script as the originator - it gets activated by a interactive execute always linedef - from there it would request a puke for a NET script - the only problem is it taddle tales to everyone the first time it executes, and it executes for the amount of connected players, so everyone gets frozen, but when it requests again to release the conversant, it executes only once, and it releases him, but not the rest (because they weren't supposed to be frozen in the first place).
The rest was at least solved fine and dandy, and i went from using a StrifeDummyItem as an inventory flag to a clientside CVar, which seems to work better.
I won't post the code, because frankly, in my frustration and 3000 changes to it, there is no base on the necessary parts.
This has become extremely frustrating and I am running out of ways to try and solve this. Thank you for the help in advance!
Spoiler: (Open)P. S. - The reason I made a conversation system in the first place was because the current advanced dialogue system works fine in singleplayer, but for whatever reason does not allow for a conversation in multiplayer. It just exits out of it as if I've said goodbye. The only working conversation system I've seen work on multiplayer is the old strife binary dialogue system on the hexen map format.