Quote:
Originally Posted by coreys
Really I don't like to use clientr. flags to "store" information, really. I use it as a reference of sorts, I like to store important information like a players HP, money, etc, in objects and files and reflect those to clientr. flags so that they can be easily read.
But, like I've said before, I've come across an odd problem where clientr. flags can be set clientside.
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Yeah, before I experienced that with movement systems that used and battle systems, if someone setted clientr. clientside with a wnpc, they are stored locally at the player. And when you like, press s and a trigger will be sent, and that clientr. string that is stored locally will be sent..
Dunno if this is fixed or all, because using objects and comparison serverside fix insexure stuff like that..