Thanks Epsolon, this may well make a great deal more sense, and allow me to get closer. The honest truth is a feel that I have created pointers as you describe, the trick is how I should reference them from the server to SEND_STRING_TO.

I've noticed several functions including things such as:

SEND_SKILL(EntityPointer.Skillx, "String to send"); where .Skillx is maybe a handle pointer to the entity?

Where as my use:
SEND_STRING_TO(EntityPointer, "String to send");

Doesn't seem to work. Now either my 'EntityPointer' is incorrect, or indeed my use of the function is incorrect. I've used ent_next to search through all entities, ensuring that a client entity with some unique identifier, such as ._client flag and playerID == n, but when I send string to this ent, I get nothing on the client.

IS it a case that I use SEND_STRING("String to Send") where "String to Send" includes text references that the Client then sorts through to see if the message was intended for it? i.e on recieving string from server, check if the message was for me? Compare my ID to the reference in the string?

I will refine my test code and post here, maybe you will be able to help me get my thick head around it. This should not be this hard smile

Thanks for the assistance both, your patience is exemplary grin

@MrGuest: Yes it always seems the function you need is better delivered in the next version smile There's always a next version...

Last edited by indiGLOW; 08/19/08 21:46. Reason: MrGuest Comment

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