
02-12-2009, 01:41 PM
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Psionic Youth
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Join Date: Mar 2001
Location: Babord, West Graal Deaths:1009 Kills:1
Posts: 5,635
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Passing values from Clientside to Serverside
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Ookay, I had higher hopes for the Stickies, but given that the optimization guide was written in 2004, I guess I'm out of luck:
Are we seriously still using triggeraction to send data from Clientside to Serverside? And are we seriously still using this.rupees, this.darts, this.hearts to change values on Serverside that Clientside can pick up on? I found triggerserver, and that's great for weapons, but I mean - seriously? Are we still tying "the player just hit me" to a code-arrow, shooting it at the serverside, and praying it hits?! I mean, I'm the first to admit I been out of the game for a while, but if there's a better way I'd love to know what it is...
And for those of you who absolutely have to know the context, I'm making a baddy, okay? And right now one baddy runs trigger-to-trigger on the serverside (move to onMovementfinished - and once again, hoorah for a language that buries that tidbit in the newfeatures2001.txt), then looks for an enemy; the clientside looks for an enemy to turn the baddy's head; and the gani runs a timeout too, because it's complicated, (and I'm probably gonna wind up scrapping the gani and moving all that code right back to the clientside script). And right now the only way to tell the Client that the baddy's taken damage is to set this.hearts, and have the client scan it every 0.05 seconds. -_- |
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"Whatever," said Bean, "I was just glad to get out of the toilet."
"Power does not corrupt. Fear corrupts, perhaps the fear of a loss of power."- John Steinbeck
"I'm only acting retarded, what's your excuse?" queried the Gord.
 - My pet, the Levelup Gnome
http://forums.graalonline.com/forums...&postcount=233
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