oh ok, I see exacty what is going on now

thank you so much for the explination! I am going to start a new thread about another question I have...concerning terrains in multiplayer.
That makes a whole lot of sence.. your explination. However I do still have a question about your code.
here is the code:
Code:
while(1)
{
vec_set(player2.x,player.x); // set the player2 position to the actual player position
send_skill(player2.x,send_vec); // send_vec to send the 2 following skills aswell
// player2.x, .y and .z
wait(3); // wait 3 frames to save bandwidth
}
so we are updating it every three frames. this seems to me like we are still updating way to often.
Seems to me that this would still be way more bandwidth then we really would need to be using up. If you had 50 clients constantly updating every three frames...seems it would lag down pretty severe....why would we update the clients if the character is not even moving?
Is this the best we can do? or is this just a "simple" way to help reduce the amount of data being sent?
I would think that we could have some sort of a "system" running on the client that could check the character out fairly often...and when it needs to be updated it would send it to the server..and thus the server could update all clients...and thereby make a whole lot less traffic on the network.
I am not a pro with c-script..far from it, but I am coming along fairly well. When I get more advanced in the multiplayer side of c-script, I am going to work on some sort of a system to do that checking.