Author Topic: Target All clients?  (Read 1271 times)

this doesn't work because ure a failure
Ure dum bro

I found out what was wrong, thanks truce
Instead of doing %i in the messageAll command i needed to do clientGroup.GetObject(%i).Whatever
It was hard to find out but you showed me.
Thanks again.

EDIT: If you're curious of other methods, just call .dump() for ClientGroup while hosting sometime.
Code: [Select]
class  GameConnection : public NetConnection {
  public:
   virtual Script onConnectRequestTimedOut() {}
   virtual Script onConnectRequestRejected() {}
   virtual Script onConnectionError() {}
   virtual Script onConnectionDropped() {}
   virtual Script onConnectionTimedOut() {}
   virtual Script onConnectionAccepted() {}
   virtual Script setLagIcon() {}
   virtual Script initialControlSet() {}
   virtual Script prepDemoPlayback() {}
   virtual Script prepDemoRecord() {}
   virtual Script setLoadingIndicator() {}
   virtual Script resetVehicles() {}
   virtual Script Cheat() {}
   virtual Script createPlayer() {}
   virtual Script spawnPlayer() {}
   virtual Script InstantRespawn() {}
   virtual Script onDeath() {}
   virtual Script onEnterMissionArea() {}
   virtual Script onLeaveMissionArea() {}
   virtual Script setCanRespawn() {}
   virtual Script onClientLeaveGame() {}
   virtual Script onClientEnterGame() {}
   virtual Script setScore() {}
   virtual Script incScore() {}
   virtual Script syncClock() {}
   virtual Script endMission() {}
   virtual Script startMission() {}
   virtual Script onDrop() {}
   virtual Script onConnect() {}
   virtual Script onConnectRequest() {}
   virtual Script onGhostAlwaysObjectsReceived() {}
   virtual Script onGhostAlwaysFailed() {}
   virtual Script clientWantsGhostAlwaysRetry() {}
   virtual Script onDataBlocksDone() {}
   virtual Script loadMission() {}
   virtual Script spamReset() {}
   virtual Script spamMessageTimeout() {}
   virtual Script killDupes() {}
   virtual Script autoAdminCheck() {}
   virtual Script startLoad() {}
   virtual Script authCheck() {}
   virtual void setHasAuthedOnce(bool) {}
   virtual bool getHasAuthedOnce() {}
   virtual void setJoinPassword() {}
   virtual void setConnectArgs() {}
   virtual void transmitDataBlocks(int sequence) {}
   virtual void activateGhosting() {}
   virtual void resetGhosting() {}
   virtual bool setControlObject(ShapeBase object) {}
   virtual int getControlObject() {}
   virtual bool isAIControlled() {}
   virtual bool play2D(AudioProfile ap) {}
   virtual bool play3D(AudioProfile ap, Transform pos) {}
   virtual bool chaseCam(int size) {}
   /*! Set new FOV in degrees. */
   virtual void setControlCameraFov(int newFOV) {}
   virtual float getControlCameraFov() {}
   virtual void setBlackOut(bool doFade, int timeMS) {}
   virtual void setMissionCRC(int CRC) {}
   /*!  Disconnect a client; reason is sent as part of the disconnect packet. */
   virtual void delete(string reason=NULL) {}
   virtual void setPlayerName() {}
   virtual string getPlayerName() {}
   /*! records the network connection to a demo file. */
   virtual void startRecording(string fileName) {}
   /*! stops the demo recording. */
   virtual void stopRecording() {}
   /*! plays a previously recorded demo. */
   virtual bool playDemo(string demoFileName) {}
   virtual bool isDemoPlaying() {}
   virtual bool isDemoRecording() {}
   /*!  Get the server connection if any. */
   virtual int getServerConnection() {}
   virtual void transmitSteeringPrefs() {}
   virtual void transmitStaticBrickData() {}
};
Or this, lol.

Or this, lol.
That doesn't tell you about the object's variables. Also, .dump provides a short description of some of them from the C++.

I don't need help anymore, my script works.