Code:
PANEL* testPNL = {
	flags = SHOW;
	digits(0,0,6.4,*,1,player.skill1);
	digits(0,10,6.4,*,1,player.skill98);
	digits(0,20,6.4,*,1,dplay_id);
	digits(0,30,6.4,*,1,player.client_id);
}

void fPlayer()
{
	while(my.client_id < 0) wait(1);
	
	set(my,TRANSLUCENT);
	
	while(my == NULL){wait(1);}
	
	player = my;
	
	if(connection == 1 || connection == 3)
	{
		my.skill1 = 100;
	}
	
	if(connection == 2)
	{
		my.skill1 = 50;
	}
	
	//my.ENABLE_RECEIVE = ON; // sensible for this event
	my.emask |= ENABLE_RECEIVE;
	
	
	while(my.skill1 == 50)
	{
		wait(-2);
		if(connection == 2 && my.skill1 == 50)
		{
			my.skill98 = dplay_id;
			send_skill(my.skill98,0);
			beep();
		}
	}

	wait(-0.5);

	reset(my,TRANSLUCENT);

	if(connection == 2)
	{
		my.skill1 = 25;
	}

	while(1)
	{
		wait(1);
		
		if(connection == 2 && my.skill1 == 25)
		{
			my.skill98 = dplay_id;
			send_skill(my.skill98,0);
			while(my.skill1 != 1000)
			{
				wait(1);
			}
			break;
		}
		
		if(my.skill98 != 0 && (connection == 1 || connection == 3))
		{
			wait(-1);
			my.skill1 = 1000;
			send_skill_id(my.skill98,my.skill1,0);
			my.skill98 = 0;
		}
	}
	
	beep();
	beep();
	beep();
}

void main()
{
	dplay_localfunction = 2;		//run actions on both server and client
	
	while(dplay_status < 2) wait(1);
	
	level_load("valiance.wmb");
	
	while(dplay_status < 6) wait(1);
	
	#ifdef server						//if we defined this game as a server
		while(connection == 0) {wait(1);}	// wait until we have a connection
	#endif

	#ifdef client						//if we defined this game as a client
		while(connection == 0) {wait(1);}	// wait until we have a connection
	#endif
	
	if(connection == 1 || connection == 3)
	{
		player = ent_create("testing.mdl",vector(100,0,0),fPlayer);
	}
}




I made all the changes you guys suggested... Simply put the client hangs in that loops forever never having it's skill1 updated to 1000.


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