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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 :-)



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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> --

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