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ah! You're right. It's being created serverside but destroyed clientside. I'll try destroying it serverside and see if it fixes it. :)
Edit: Thanks! That seems to have been my problem :D |
I'd recommend something like
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function onCreated() |
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(Trying to destroy them from the gani) |
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Make the damage display a player.attribute. Remove the attribute once it's been used. |
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No experience at that area, the ganises with player.attrs :] |
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function onActionclientside(curOption, curMessage) |
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Still not getting the player.attr[] stuff :[ Got any easier examples? |
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//#CLIENTSIDE HTML Code:
//#CLIENTSIDE choose a gani from inside of your graal folder, which is a solid object for example. Edit: I'll write a few documents explaining the advantages to using player attributes. :) |
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hmm, just one more thing.. on my server some weapons are faster, so alot of flaot texts will come.. so must I use a new player.attr for each flaot text, or can I use an existing attr more ganises? |
Hmmm on Kingdoms we do it so that on serverside we set some player.attr[] to the gani script which displays the hp loss / damage taken. In the gani script onPlayerEnters() it emits a particle with "emitter.continueafterdestroy = true;" so the particle is continuing to move even if the gani script is deleted or restarted. To get several effects using the same gani script there are probably two says:
1. make the gani script being restarted, this can be done by setting the attr[] to "" and then setting the value again (it should be sent again and restart the script if it's not a CONTINUOUS gani, although I have not tested this fully yet) 2. store the actual data that should be displayed into another attr[] and in the gani script check if that data is changed and display another text or effect, let the gani script check for new data until it is removed (by using a 0.05 seconds timeout or so) |
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Why would you want to do that? |
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emitter.particle.text or emitter.particle.code |
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