Hi there,
Firstly I want to thank you for your kind help.

I tried the following code in accordance to your suggestions.

ifdef SERVER;
client_move();
while (connection == 0)
{
wait(2);
}
player = ent_create(player_mdl,nullvector,player_client);

endif;

ifdef CLIENT;
client_move();
while (connection == 0)
{
wait(2);
}
player = ent_create(player_mdl,nullvector,player_client);

endif;

the player_client function is as follows,
function player_client()
{
my.skin = num_client;

// if (my.skin==1){my.X = 1000;my.Y = -1000;my.z = 20;}
// if (my.skin==2){my.X = -1000;my.Y = 1000;my.z = 20;}
// if (my.skin==3){my.X = 1000;my.Y = 1000;my.z = 20;}
// if (my.skin==4){my.X = -1000;my.Y = -1000;my.z = 20;}

if (my.skin ==1){player_connected |= 1;player1 = my;while (player1 == null){wait(1);}}
if (my.skin ==2){ player_connected |= 2;player2 = my;while (player2 == null){wait(1);}}
if (my.skin ==3){player_connected |= 4;player3 = my;while (player3 == null){wait(1);}}
if (my.skin ==4){player_connected |= 8;player4 = my;while (player4 == null){wait(1);}}
num_client += 1;
if (num_client > 5){wait(1);remove (me);return;}
MY.ENABLE_DISCONNECT = Off;
MY.EVENT = _actor_connect;

send_var (player_connected);

my.fat = off;
my.narrow = on;
my.trigger_range = 24;
my._movemode = _mode_walking;
my._force = 0.75;
my._banking = -0.1;
my.__strafe = on;
my.__bob = on;
my.__trigger = on;
my.__fall = on;
my._health = 100;

ifdef std;
my.shadow = off;
drop_shadow();
ifelse; // not std
ifdef extra;
my.shadow = off;
drop_shadow();
ifelse; // not std, not extra
my.shadow = on; // shadow on comm or above
endif;
endif;

my.scale_x = 1.2;
my.scale_y = 1.2;
my.scale_z = 1.2;

player_walk();
if (MY.shadow == OFF) { drop_shadow(); }
}

===============================================
The problem remains the same. The program crashes as soon as it connects to the server. The server gives the display saying a client joined, then the client crashes.

Am I doing something wrong at the server end? How does the client send to the server the info that the person is moving? How does the server broadcast it to the rest of the clients? Does the server and the client have to do something explicitly to send this information?

I was just wondering, if you had some multiplayer game working in A6? If you could share it here so that I can learn from that and see what is wrong I will be greatly obliged.

Thanking you,
Adi.