Hey everyone - I've been spying on you all for a while now, but this is my first time jumping in =)
I wanted to see if anyone had any advice on how to design/implement a sort of unusual client/server entity. Here are the requirements: All updates and logic for the entity must be handled per-frame on the client. No problem. The entity may originate from the client (pure client-side entity), or from an instance on the server (i.e. placed with Hammer). So these hybrid entities still live primarily on the client, but maintain a relationship with their server-side counterparts ONLY to receive input. For example, an entity might have some input function. The input could change the state of the server entity, but this state change should not be transmitted to existing clients, which may be off doing their own thing. All that should be transmitted is that the input function was called (along with its parameters), so the client can deal with them according to its own state. These entities might be very different for each client, which is fine, no sync needed. NEW clients will then receive a copy of the entity that reflects its current state on the server. So: how might I transmit the full state only to clients where the entity doesn't exist yet? Also, what's the recommended way to pass input (an event, not a persistent state) from the server entity to the client entity? I've found that FL_EDICT_DONTSEND causes (surprise!) the entity not to be sent at all. So I assume I need to use FL_EDICT_FULLCHECK, and then decide whether it's been sent to that client already. I guess I'm limited here to the Edict state - is there enough info in there to do this reliably? Thanks! -Martin _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

