I've built up a structure where te server starts the functions on client side when a newly joined client creates his player.
This works fine so far by using proc_local (and proc_client - I'm not going into detail now).
My problem is, that when another client joins during the game (session_connect()) the entity of the first client is not created on the newly joined client.
What is the best way to get the entity created and updated on the client as well?
I'm not using ent_createlocal for the players on the clients - instead I'm just creating the entites on the servers, set nosend flag, move them separately on client and server and sync the clients to the server every second. This is working pretty fine so far.
But I need to get the entity appearing on later joined clients as well.
How is this usually done? Any easy solution for this problem?
Everything else is working fine - at least on a single pc
