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Client side scripting

Posted: Thu Jul 24, 2003 5:30 pm
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?

Posted: Thu Jul 24, 2003 6:09 pm
by jv_map
There is no such thing as a client script :(

Posted: Thu Jul 24, 2003 6:13 pm
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?

Posted: Thu Jul 24, 2003 9:24 pm
by Alcoholic
i think it would just kick you off and say "your version differs from the servers" or something like that.

Posted: Sat Jul 26, 2003 11:48 am
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.

Posted: Sat Jul 26, 2003 4:34 pm
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 ).