I have the same problem, the wait(0.5); doesnt seem to change anything...

The vars just doesnt seem to get to the client.

This code should just show the number of people connected... but only the server shows anything.

//////////////// my code /////////////

path "Wads";
path "Sounds";
path "Models";
path "Entities";
path "Bitmaps";
path "Scripts";

font standard_font = "ackfont.pcx", 6, 9; // small text font

// --------------------------------------- Engine STRINGS

string world_str = <meetrikk.wmb>; // level string
string str_cbabe = <cube.mdl>; // CBabe Model

string str_people_connected; // number of people connected to server

string str_temp; // temp string

// --------------------------------------- Engine DEFINES

define MAX_CONNECTIONS, 64; // maximum number of people who can be connected to server

define FALSE, 0;
define TRUE, 1;

define player_number, skill1; // player number this entity owned by
define health, skill5; // health
define max_health, skill6; // max health of entity

// --------------------------------------- Engine VARIABLES

var fps_max = 60; // lock fps at 60 for all players
var fps_lock = ON;
var video_mode = 6; // screen size 800x600
var video_screen = 2; // start settings for Fullscreen
var mouse_mode = 2; // does not effect forces

// --------------------------------------- GAMES VARIABLES

var people_connected = 0; // number of people connected to server
var number_of_players = 0; // # of players in game
var server_says_start = FALSE; // client holds creating entity until server says go

var temp_loc[3]; // temp vector
var vecFrom[3]; // temp vectors
var vecTo[3];

//------------------------------------------PANELS------------------

text txt_people_connected
{
pos_x = 15;
pos_y = 15;
layer = 1;
font standard_font;
string str_people_connected;
}

// --------------------------------------- Engine MAIN

function main()

{
// if not a single player game, wait for connection

ifdef server;
while(connection== 0) {wait(1);} // wait until level loaded and connection set
endif;

ifdef client;
while(connection== 0) {wait(1);} // wait until level loaded and connection set
endif;

level_load(world_str); // load level

wait(1); // make sure level is loaded

if(connection == 2) // client?
{
while (server_says_start == FALSE) // wait for server to signal ok to continue
{
wait(1);
}

}

if(connection == 3){people_connected = 1;} // Compte le serveur comme un joueur

if(connection != 1) // if dedicated server skip these
{
display_info(); // continually display any information we want to show

// if not single player mode, display multiplayer information
if(connection)
{
txt_people_connected.visible = ON;
}
}
}

function server_called()
{
// if new player connected, increment people connected
// and tell him it's ok to continue

if ((event_type == event_join) && (people_connected < MAX_CONNECTIONS))
{
ifdef server;
people_connected += 1; // another person connected
send_var(people_connected); // send number of people connected
server_says_start = TRUE; // send it's ok to go to newest client
send_var(server_says_start); // send start message
endif; // ifdef server
}

// some one disconnected
if (event_type == event_leave)
{
ifdef server;
people_connected -= 1; // one less person connected to server
send_var(people_connected); // send number of people connected
endif;
}
}


function display_info()
{
while(1)
{
str_cpy(str_people_connected, "People Connected: ");
str_for_num(str_temp, people_connected);
str_cat(str_people_connected, str_temp);
wait(1);
}
}

on_server = server_called; // on server event, call server_called()

Last edited by oriongu; 06/02/07 11:46.