Quote:
Originally posted by emortylone
You mean instead of something like this:
NPC Code:
if (actionserverside)
{ for (i=0;i<allplayerscount;i++)
{ if (strequals(#a,#p(0)))
{ id = playerid;
this.bombs = players[id].bombs;
readbombs();
}
}
}
//#CLIENTSIDE
if (weaponfired)
{ triggeraction 0,0,serverside,NPC,#c or what not;}
function readbombs()
{ what you want to do with it;}
That DOES seem like an awful lot of work... perhaps make a simple trigger like that built into an NPC, like triggeraction 0,0,serverside,-triggers,bombs,#c; or something. I was considering making a hidden NPC named -triggers so that I could use common triggers whenever.
---Shifter
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I am trying to NOT have to do that since there is some lag time in that, I am asking for a way to get other attributes without going serversided
another suggestion:
maybe make a serveroption
sentflags =
and any string in there would get sent to the client, like if i had
sentflags = clientr.hp
and if you are in the level with someone, you could access this string by doing
#I(sent.clientr.hp,id) or maybe something similar? (this is kindof like players[id].x vars but would be a string and you get to choose what strings get sent via serveroptions)