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triggeraction problem.
Ok, i'm scripting a player house system and i've run into a bit of trouble with the doors for the houses.
Currently the owner list is stored via a Server NPC (Database-esq). So I have to have the checking server-side, because the client cannot see the Server NPC flags. It appears that the server cannot triggeraction events to the client (?). Is this right? Or is there some special way I need to do it? I'm currently trying to use: NPC Code: |
First thing to check is to setshape that npc. That has helped me in times past.
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Why do you need to trigger the player? Why not just open the door on the server's side and let the player through?
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Because it opens up for everyone else too, I want it to open up only for that player.
AFAIK the *local commands don't work serverside. |
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Alternatively, you could: open the door for everyone and handle the warping with an NPC instead of a level link; have it check his account serverside before warping. You could also not use a door at all, but a warper. The possibilities are several. But if you must do it only for that player, I do not understand why you would need...or want, for that matter...to send a triggeraction to the player... |
Would:
NPC Code: Only have it do that for that player? |
Basically all you have to do is check the player account (if he is the owner) and warp him. ^_^
NPC Code: |
Y'know, guys, when somebody asks how to do something, they generally don't want you to bombard them with alternate designs. They'd prefer you to solve the problem they showed you, not one that you think would be better.
Anyway: Yes, setshape is an obvious consideration. To my knowledge, there shouldn't be any problem triggering a clientside component from the serverside, but I don't think I've ever tried it before. If not then, as a last resort, you always try setting a save[] or #P() variable to something that uniquely identifies the relevant player, and have the clientside section repeatedly check for such a value. |
Problem solved thanks to Chrisz :cool:
You can close this thread now, if you like... |
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