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function GameConnection::createPlayer(%this, %spawnPoint)
{
if (%this.player > 0) {
// The client should not have a player currently
// assigned. Assigning a new one could result in
// a player ghost.
error( "Attempting to create an angus ghost!" );
When a mission cycles and players spawn, ghost appears in your dedicated server window for each player. If you have 4 players, you will see 4 instances of that line (Ghost Always objects recieved). As you can see below the mission objects are sent to 4 players, and then there are 4 ghost objects. My best guess is that the hoster decides via his .mission file what objects are to be show on a map. Players already have all stock objects so the object is not actually sent hence a (ghost) ? <--- speculation. Angus is beef.
They bought their tickets, they knew what they were getting into. I say, let 'em crash.
First the definition (in TT):
Angus Ghost = Tank without a controller.
Now when this happens:
When we create a tank and that player already has a tank in control
This means you are creating a "ghost" of the player, specifically one that cannot move.