-- [ Picked text/plain from multipart/alternative ] Thx for you answer Jonathan is was help full :-)
I only have a last question. Is there a way to check if the client-side entity belongs to the server-side entity, because there are more, than one of this entity in a game. Is there something like an EntityID which is different for each instance, but equal for the client- and server- entity? Thx again Freddy :-) -- Best regards, Freddy mailto:[EMAIL PROTECTED] Wednesday, January 10, 2007, 7:23:12 AM, you wrote: JM> -- JM> [ Picked text/plain from multipart/alternative ] JM> Oh.. And to answer your first question, no, there is one entity on the JM> server and one on each client. The clients entities are there as local JM> copies of the server entity. JM> 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 JM> -- JM> Lead Programmer for Resistance and Liberation JM> www.resistanceandliberation.com JM> -- JM> _______________________________________________ JM> To unsubscribe, edit your list preferences, or view the list archives, please visit: JM> 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

