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Client Side
I keep geting problems using Client side if anyone could enlighten me i would be most thank fill
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enlighten us of your //#CLIENTSIDEd problems.
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Problem=format
which means i wanna know how i use it as my atempts to use it have failed |
oh.
//name, etc serverside stuff up here, which means, actions triggered through triggeraction, if (actionserverside){ } , or if (action-theactiontriggered-){ } //#CLIENTSIDE if (playerdoesstuffs){ triggeraction 0,0,serverside,WEAPONNAME,param; or triggeraction 0,0,action,param; } |
thats the one but whats with // isnt that just a comment?
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//#CLIENTSIDE actually reads every line of script below it in a clientsided manner, so you have to put the serverside stuff above it and trigger it. |
man you guys are legends
thanks all someone should make a guide to scripting with explains instead of good old commands.rtf |
many have planned but for some reason they never get completed Xx
i ever started one and got close to finishing and i had to reformat and forgot to save to disk :( |
Contrary to the newbie rumors. //#SERVERSIDE doesn't exsists. Just telling you now incase you are wondering. //#CLIENTSIDE is just a divider line, nothing more.
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i remember when i first saw it, i was like o my goodness, i didnt know that existed :)
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what ive been wondering is why //#CLEINTSIDE is necessary, why not just make the npc controller be able to automatically recognize what is clientside-only and serverside-only and make adjustments to its actions accordingly?
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For instance, the timeout minimum for serverside is 0.1, while clientside, you can use 0.05 |
Also, Clientsiding things means: it only happens to the client (player triggering the script)..
You can use Clientsiding to: Show messages only to that player Set a client.string Make that player the only one who can see or be hit by a projectile (for some odd reason) etc etc.. |
an other command stefan "forgot" to put in
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