--
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Yes, the entity index which you can retrieve by entindex() in CBaseEntity.

On 1/11/07, Freddy <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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> _______________________________________________
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> please visit:
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>
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>


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