oh ok, thanks Matt, that answered my question. On 5/10/05, Matt Boone <[EMAIL PROTECTED]> wrote: > If it an entity that is set up to always transmit, it will transmit its > state to any connecting client and create the client-side counterpart, > and transmit deltas from then on. See the player resource for a good > example of this. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Heritage > Sent: Tuesday, May 10, 2005 7:20 PM > To: [email protected] > Subject: [hlcoders] networked entity question > > Id like to build a networked entity class for my voting structure in my > mod. however, one thing is bugging me. I have a global pointer to my > main voting entity and i want a corresponding client side counterpart. > But i only create this entity once during the lifetime of a server. It > has to live outside game rules and the level. So my questing is, when > clients connect, how/when does the client side entity get created if at > all? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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