... I've tried to establish a communication beetween client and server in a multiplayer game,
but it doesn't work as expected:
"PutClientCon" is called on the client after:
"load_level ...; wait 1; While (Connection == 0) { Wait 1; }".
ACTION PutClientCon { //client side created entity:
Create <empty.BMP>, entityPos, ClientCommunicator ;
ClientComSyn = You;
while ("---the play goes on---"){
if ("---it's my turn---"){
sendClientCon();//sending "ClientComSyn.skills" to the server
//these are set by user input on the client
}
wait 1;
}
}
ACTION ClientCommunicator {//running on the server:
Client1 = me; // presumably never performed ???! why?????????????
while ("---the play goes on---"){
if ("---it's my turn---"){
setClientCon();// reaching "my.skills" to global variables on the server
}
wait 1;
}
}
... now a following "SEND Client1.skillxxx " on the server provocates an "empty synonym" message
- it seems as if "Client1" is unknown ...
... but I don't see, what's wrong with my code ...
--------------------I can't get no ... client in action----------------------------------
[This message has been edited by theBearN'ulien[ruhr-IT] (edited 02 March 2001).]