Sounds like the attr solution would work fine for you.
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Originally Posted by Jiroxys7
but considering this is in a loop, which is triggered by another player's attack
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Why not just send the data whenever you're letting the player know they've been attacked?
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I mean like something that's accessed only when it's called for. e.g. temp.thing = findplayer("Dude").client.stuff; would basically do it's own triggerserver to determine the variable, then go back to the client again to set temp.thing. wouldn't that be feasible? I recall something like that being possible in one of the C languages.
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You could rig something up but it would probably be impractical due to high latency.