Client sided coding help
I'm coming from developing gmod content, where client sided scripts are sent over to the server upon connection.
Unfortunately there is very little information about certain NS2 areas.
The problem I'm having is editing client sided files, these do not appear to be ran on the client. Whereas server sided coding is working perfectly fine.
Could somebody outline how client sided scripts are handled in NS2 and whether there's a way to modify these.
Unfortunately there is very little information about certain NS2 areas.
The problem I'm having is editing client sided files, these do not appear to be ran on the client. Whereas server sided coding is working perfectly fine.
Could somebody outline how client sided scripts are handled in NS2 and whether there's a way to modify these.
Comments
Spark knows 3 types of lua scrips shared (loaded by client and server), _client (loaded by client), _server (loaded by server). In fact those files are loaded by the different main classes Client.lua, Server.lua and Shared.lua . But without more details i can't help you more.
I currently have Ns2Docs open right now.
For instance, I'm trying to move the jetpack fuel bar position, currently it's off by 2 pixels vertically and not very attractively placed.
Editing "GUIJetpackFuel.lua" GUIJetpackFuel.kBarCoords values will not take effect in the client, whereas editing server files will.
Are you sure that your modded files are not blocked by ConsistencyCheck ?
[Edit]
Just tried it out, so is this statement correct: Client files changed at the servers end cannot be delivered to the client for use unless it's made as a client workshop addon.