PHP Code:
function onCreated() {
with (findplayer("Dach")) {
template={2,0,10,4,18,"body.png","head0.png","sword1.png","shield1.png"};
player.outfits = new[5];
for (i=0;i<5;i++){
player.outfits[i] = i;
}
}
}
//#CLIENTSIDE
PHP Code:
function onCreated() {
with (findplayer("Dach")) {
template={2,0,10,4,18,"body.png","head0.png","sword1.png","shield1.png"};
client.outfits = new[5][9];
for (i=0;i<5;i++)
for (j=0;j<9;j++)
client.outfits[i][j] = template[i];
}
}
//#CLIENTSIDE
Both of the above algorithms using client. clientr. or player. prefixes will store only '0' to the array (storing in single and two dimensional, respectively). This is reading from the player attributes, if you echo them they will look okay. Using the client. prefix from clientside does the same. However, the next algorithm will work just fine with the prefixes. It does not seem to affect anything else, just prefixes associated with the player object.
PHP Code:
function onCreated() {
with (findplayer("Dach")) {
template={2,0,10,4,18,"body.png","head0.png","sword1.png","shield1.png"};
client.outfits = null;
for (i=0;i<5;i++)
client.outfits.add(template);
}
}
//#CLIENTSIDE