I've done more work since my last post and I have the basics working-- my
custom sendproxy function sends inventory changes to the right client. The
main question I was trying to ask was what happens if I change which client
that data should get sent to.
If the sendtables only send changes that happen to a networked array and
not the entire array every update, then if I change the recipient client,
will that new client get the entire array or just the updates that the
first client would have gotten? If only updates are sent, is there a way I
can force sending the entire array to the new client?
At this point I'm not too far from just finding out by experiment, but if
anybody knows what I might run into I'd appreciate the info.
On Sun, Feb 16, 2014 at 4:14 AM, Jorge Rodriguez bs.v...@gmail.com wrote:
If I'm understanding you correctly, you have a chest of many items that
has a single owner.
There should be no problem with the chest changing ownership during its
lifetime. I'm not sure why it's not working for you, perhaps you can post
your data structures and supporting code in a pastebin?
I've implemented not an inventory system but a loadout system, this was my
data structure:
https://github.com/BSVino/DoubleAction/blob/master/mp/src/game/server/sdk/sdk_player.h#L468
Maybe you can use that code as a starting point.
2014-02-14 1:18 GMT-05:00 Victor V vicp...@gmail.com:
Hi all,
I'm trying to put together an inventory system and need some help
clarifying how datatables work.
Each inventory is an entity that keeps EHANDLEs to the entity that it
belongs to and to the player that is accessing it. In this case, I would
only want the inventory data to be sent to the player actively using the
chest, so the player handle would change from null, to one player, back to
null, and to the next player, etc.
It doesn't seem like sendtables are designed to support changing
recipients during the entity's life. When do updates get sent? Is there a
way I can force send an update at any time? I'm sending an array of
integers. Does SendPropArray3 only send the members that have changed (will
different players get incomplete updates)? Is there a more obvious solution
to what I'm trying to achieve?
Thanks
Victor
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