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DIFFERENCE BETWEEN CLIENT and SERVER

by Diego Castaneda · in Torque 3D Professional · 07/31/2009 (10:32 pm) · 3 replies

hay everyone, i'm trying to have a game where if you are a client start in one position, and if you are the server start in an other position, the thing is that i don't know which variable shows whether if the player who is playing is a server or a client
my intention is make an if...

if (is a client)
spawnsphere.position = (3 4 5);
if (is server)
spawnsphere.position = (5 7 8);

the other thing is, there will be a problem if i use the same spawnsphere for both client and server, i don't really know if can cause an error later.

#1
07/31/2009 (11:33 pm)
Diego, clients are players that connect to your server. A player cannot be a server. Even in single player mode a server is created. When it has finished loading up a client connection is created for the player and connected to the server. Are you trying to have your AI spawn using dirrerent spawnsphers than the players?
#2
08/02/2009 (12:24 pm)
All players are "client", even the person hosting the server.

All of your spawning behavior can be controlled from the spawnsphere/marker object itself. Tell it what class of object you are spawning, give it a datablock of what you want to spawn, and let it know what script function (if any) to execute when the spawn is initiated.

You can have as many as you want. You can group them in different simgroups if you wish. Players, bots, objects even can all be spawned from a randomly selected spawnpoint in a group.
#3
08/10/2009 (5:44 pm)
hello i'm sorry for the late reply, and thanks for your answers i solved it making two spawnsphere each one in a different group, and in gameconnection::spawnplayer i decide in wich one i want to spawn one player and the same with the other player. thanks for everything