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-   -   client/server (https://forums.graalonline.com/forums/showthread.php?t=13240)

btedji 09-29-2001 06:00 AM

client/server
 
do server. and client. work on non-p2p servers?

nyghtGT 09-29-2001 06:58 AM

uhh ...
 
i am not possitibely sure but from what i have heard i think that serverside works for non-p2p but client only works for p2p ...
Please correct me if i am wrong ....

BocoC 09-29-2001 07:27 AM

Ok. Non-p2p server's are ONLY clientside. The downfall of this is that it is really hard to make npc's that react the same way to EVERY player in the level. Npcserver adds serverside support to npcs. The levels are loaded into the npcserver, so that way scripts can execute even if there are no players in the level.

Xaviar 09-29-2001 07:38 AM

But can we still use server.strings I think he was wondering (I know I am :D )

dragoonvenganc 09-29-2001 10:16 AM

kammy just to make sure ..for non p2p.. if the script and or variable .. does not have server. or client. in front of it or the
//#clientside..
then it is severside right...

if not specilfied it is server..

BocoC 09-29-2001 10:37 AM

Plus, to my recollection, there is no such thing as a //#SERVERSIDE. Basically, non-p2p is entirely clientside, while p2p is serverside (yay) AND clientside. You do not need client.strings in non-p2p because you don't have support for serverside scripting.

dragoonvenganc 09-29-2001 10:38 AM

i meant.. server.string or client.string

if you have non p2p.. which one does it do if not specified..

So on non p2p .. every npc acts as if client.. except for server.strings..

BocoC 09-29-2001 10:49 AM

Um... yeah. Everything acts as though it were client.strings. But, to my knowledge, in npcserver, client.strings are saved on the player's account AND sent BACK to the player so they can be read in clientside scripts. If you make a normal string, (without the client. portion), then it is only stored on the account and not sent back to the player. So, yeah. Think of everything as client.strings. As for server.strings, they are stored on the server and EVERY npc in the server can read them. If you want to create a good multiplayer enemy, then server.strings can be used to simulate serverside scripting. So, any npc can read a server.string. That help?

Xaviar 09-29-2001 11:14 AM

Quote:

Originally posted by Kaimetsu


You are correct. However, I feel it necessary to mention that using server strings in non-p2p is laggier :-(

How much lag are we talking about? Like "Oh my god dont use that, way to much lag" or "Oh, theres some extra lag here, but its not really that noticable"

Xaviar 09-29-2001 11:32 AM

Quote:

Originally posted by Kaimetsu


Don't use it very often. Like, not every frame or anything.

Okiedokey

btedji 09-30-2001 03:42 AM

so if you were to make a server.whatever string on a non-p2p server could any npc access it across the server?

btedji 09-30-2001 06:52 AM

wow now i can do soooooo much more stuff that i have wanted to do!!!


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