Client side scripting

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Bjarne BZR
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Client side scripting

Post by Bjarne BZR »

I'm thinking about doing a version system for my maps, so that if you have an incorrect version of the BSP ( but with the same name ) as the server, the game will tell you so.

To do this I compiled in an entity with targetname / version and a variable named #version with the version number.

So now:

1) Can I access the version object on the SERVER in the CLIENT script?
2) Can I print a message to only the CLIENT ( the one with the wrong BSP )?

Or am I not grasping this alltogether?
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jv_map
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Post by jv_map »

There is no such thing as a client script :(
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Bjarne BZR
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Post by Bjarne BZR »

Oh woe is me!

:cry:



So there is no way in a warm place to detect map version differences then... dang...

Wait a minute... the script is executed on both client and server... right?
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Alcoholic
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Post by Alcoholic »

i think it would just kick you off and say "your version differs from the servers" or something like that.
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Post by jv_map »

No the script only runs on the server. The client doesn't even need a .scr file to join.

If the map version (filesize) of client and server differs I think you'll get a checksum error.
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Post by Bjarne BZR »

Crap!

Well, its good to know...

But there is no error when entering a map vith the wrong version, I know because Generar Death entered the obj/vemork_factory_small with the wrong version at first when he was going to review it. It looked really funny because the entity id's were wrong: As a result the main entrance doors were replaced with barrels ( Spinning barrels! :D ).
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