-- [ Picked text/plain from multipart/alternative ] Oh.. And to answer your first question, no, there is one entity on the server and one on each client. The clients entities are there as local copies of the server entity.
On 1/10/07, Jonathan Murphy <[EMAIL PROTECTED]> wrote: > > When a client touches the trigger, send a message (using UserMessageBegin) > to the client (using CSingleUserRecipientFilter). Sending data the other way > (to the server) is only done through console commands (probably what you > should use but I'll leave it to you to decide how) or modifying the players > CUserCmd ( usercmd.h/.cpp). Both need to be moderated on the server to > avoid exploitation though. > > Hope this has been somewhat helpful, GL. :) > > On 1/10/07, Freddy <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hi all, > > I'm 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 I'm pretty sure that a trigger can't fire on a client-side > > entity, that's 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 didn't 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 I'm 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 don't > > 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 > > > > > > > -- > Lead Programmer for Resistance and Liberation > www.resistanceandliberation.com -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

