So, I should just release as client? But the health bar needs to be put in when the player spawns in-game. Suggestion?
So put it in when the player spawns.
But do it using client-side functions
Type
trace(1); in console, join a server, type
trace(0);Look through the console and look for any function relating to joining a server; package that.
Other things:
Don't put any functions between with serverCmd, other serverside functions and objects in a client.cs.
Don't put anything related to GUIs, functions beginning with clientCmd, or other clientside functions or objects in a server.cs
It may took a while to remember all of what's what, but here's a good way to do it:
When you're making add-ons, instead of a listen server (a server launched by click "Start Game" from the main menu), instead launch a dedicated server, and then launch a client and join that server.
Then, when you're writing something in client.cs, only use functions or objects you can find and access in that.
Similar with server.cs, only use functions or objects you can find and access through the dedicated server console.
You're packaging and overriding serverCmdTimescale, but not calling the parent function. The timescale will never change.
There's some function (I'm assuming) you're creating, that don't exist outside the package. It's not a problem, but it's preferred to not place functions in a package if they don't need to be.
Don't name functions like
function UIDisable::MainMenu() unless you have a reason to. It's typically reserved for methods, that is for example, creating a script object with
class=UIDisable and then calling
%scriptobject.MainMenu();....which doesn't really make sense semantically.