Jump to content

onPlayerNetworkStatus


xeon17

Recommended Posts

Posted (edited)

Hello,

There are two very similar events OnPlayerNetworkStatus and OnClientPlayerNetworkStatus

My idea was to create a code which freezes the player when he has unstable internet and prevent other players from killing him. Which event is better for this?

Using getPlayerPing is not an option. There are players who are teleporting as hell even with a low ping.

Edited by xeon17

A unique GangWar gamemode waiting for you!
Click here for more information.

560x95_FFFFFF_FF9900_000000_000000.png

Posted

~ This has to be the worst board post I have ever read. It simply makes no sense. You start off by talking about space or something, then you randomly start babbling about cupcakes, and you end off with random fish names.

~ Don't listen to this guy, any board with the categories 'dinosaurs, spaceships, fried foods, wild animals, alien abductions, business casual, robots, and fireworks' has true potential.

 

Posted

You may consider using both, an unstable connection may after all result in data loss so while a freeze called server side may sync across all other players the affected player might not receive the freeze call, client side will freeze the affected player and thus theoretically stop him from moving but due to eventual data loss that signal might not reach the server, that could cause other players to see the affected player continue to move while he should be frozen.

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...