Quote:
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Originally Posted by Tom
Unless, of course, in the testing of this, you updated the weapon, and thus, joined before it actually tested.
onCreated clientside is activated AS the weapon is updated. So is the serverside, thereby, in the debugging purpose, it still is a valid argument.
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Just for the hell of it, try:
PHP Code:
function onActionserverside(cmd) {
if(cmd=="created") {
player.join("classname");
triggeraction(0, 0, "clientside", "WEAPONNAME", "created");
}
}
//#CLIENTSIDE
function onCreated() {
triggeraction(0, 0, "serverside", "WEAPONNAME", "created");
}
function onActionclientside(cmd) {
if(cmd=="created") {
player.functionname();
}
}