-- [ Picked text/plain from multipart/alternative ] Hi all, Im a long time reader but a first time writer, I know this was discussed many times before but I still have some questions.
First of all I have a very basic question. If I have an Entity that has a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are more than one client connected to the game, how many Objekts exists from the server-side part? Only one CMyEntity on the server and on every Client a C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist? My situation in short is as follows, a player activates a trigger, the trigger fires on my server-entity, this has to send a message to the client-side of the entity, there it will do something and sends back a msg to the server-side entity, which fires an output. I think Im pretty sure that a trigger cant fire on a client-side entity, thats why I have to catch it on the server-side. The next thing is that I only want to send a notice to the player who caused the firing of the trigger. I know I can get the C_BasedEntity pointer from the inputdata from the parameter of the Inputmethod. But I didnt found anything like GetEntityID, GetClientID or something that, that I could use to compare on the client-side to make sure that this msg is handled on the right client. Atm Im using network variables, but I always have to check if the server has send something, so I would like to use a ClientCmd, but I dont know if every client will get this commend or even if there is a better way. I hope you can help me. Cheers Freddy -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

