RastaOrecha Posted May 16, 2013 Share Posted May 16, 2013 (edited) Good day. I would like to know what is best: 1) client: setElementData (localPlayer, "DriftMod.Login",guiGetText (GUIEditor.edit[1])) setElementData (localPlayer, "DriftMod.Passwd",guiGetText (GUIEditor.edit[2])) triggerServerEvent ( "onGetLogin", getLocalPlayer() ) server: addEvent( "onGetLogin", true ) addEventHandler( "onGetLogin", getRootElement(), DriftLogInCheck ) function DriftRegnCheck () regLogin = getElementData (source, "DriftMod.RLogin") regPasswd = getElementData (source, "DriftMod.RPasswd") end or: 2) client: triggerServerEvent("onGetLogin",localPlayer,guiGetText (GUIEditor.edit[1]),guiGetText (GUIEditor.edit[2])) server: addEvent("onGetLogin",true) function DriftLogInCheck(username,password) end addEventHandler("onGetLogin",root,DriftLogInCheck) Edited May 16, 2013 by Guest Link to comment
iPrestege Posted May 16, 2013 Share Posted May 16, 2013 The way number ( 2 ) Is better and please next time use lua/lua Tag . Link to comment
Moderators IIYAMA Posted May 16, 2013 Moderators Share Posted May 16, 2013 This is why: Element data will be send to all players and the server or when you put synchronisation to false, it will stay local. ElementData: client* > server + all playersclient* > only local (synchronisation to false)server > all players A trigger is: client > serverServer > client*Server > all players(no target) The target player* Mind from Server triggering to client. (check the syntax of the trigger from server to client. Many people make that mistake, by forget to fill in the target.) Link to comment
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