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| Making a clientsided GUI show serversided variables. |
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| Headcrab Zombie:
Using a message callback would basically do the same thing as using clientCmds, except you call it with messageClient instead of commandToClient, and if you want to update a variable on all clients you can do messageAll instead of looping through ClientGroup and sending a clientCmd to each object, which can make things easier and faster. Anyways, here's an example I found: --- Code: ---addMessageCallback('MsgEquipInv', handleEquipInv); function handleEquipInv(%msgType, %msgString, %slot) { %slot++; switch (%slot) { case (1): Slot1BG.setBitmap("fps/client/ui/GUIBrickSideEquip.png"); case (2): Slot2BG.setBitmap("fps/client/ui/GUIBrickSideEquip.png"); case (3): Slot3BG.setBitmap("fps/client/ui/GUIBrickSideEquip.png"); case (4): Slot4BG.setBitmap("fps/client/ui/GUIBrickSideEquip.png"); case (5): Slot5BG.setBitmap("fps/client/ui/GUIBrickSideEquip.png"); } } --- End code --- To call it on the client you would use messageClient(%client,'MsgEquipInv','',%slot); |
| otto-san:
Cool. That makes things a lot easier! Thanks. :cookieMonster: That would be a serversided script, right? |
| Headcrab Zombie:
The message callback would be client side |
| Truce:
--- Quote from: Headcrab Zombie on September 22, 2010, 05:48:48 PM ---Using a message callback would basically do the same thing as using clientCmds, except you call it with messageClient instead of commandToClient, and if you want to update a variable on all clients you can do messageAll instead of looping through ClientGroup and sending a clientCmd to each object, which can make things easier and faster. --- End quote --- There's a commandToAll function; you don't have to do any looping. |
| Headcrab Zombie:
Yeah I kind figured that, but by the time I thought of it I was in class and couldn't access BL to check and didn't want to go on forums. |
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