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| Datablock ids |
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| lordician:
--- Quote from: Destiny/Zack0Wack0 on June 07, 2011, 03:11:06 AM ---They need to be the same datablock class. --- End quote --- Hmm, also possible. |
| Destiny/Zack0Wack0:
--- Quote from: lordician on June 07, 2011, 04:56:47 AM ---Hmm, also possible. --- End quote --- Not "also possible", it's exactly how it works. Any physical networked object between the server and client has it's own corresponding datablock class. To spawn a Player you need a PlayerData, to spawn an Item you need an ItemData, to spawn a fxDtsBrick you need a fxDtsBrickData, to spawn a StaticShape you need a StaticShapeData, to spawn a Projectile you need a ProjectileData, etc. All physical objects can't switch between different datablock classes (vehicles may be an exception - I'm not entirely sure). |
| lordician:
--- Quote from: Destiny/Zack0Wack0 on June 07, 2011, 06:51:34 AM ---Not "also possible", it's exactly how it works. Any physical networked object between the server and client has it's own corresponding datablock class. To spawn a Player you need a PlayerData, to spawn an Item you need an ItemData, to spawn a fxDtsBrick you need a fxDtsBrickData, to spawn a StaticShape you need a StaticShapeData, to spawn a Projectile you need a ProjectileData, etc. All physical objects can't switch between different datablock classes (vehicles may be an exception - I'm not entirely sure). --- End quote --- Sorry, my bad, bad words. I meant it like, oh well we all mean about the same here. But thanks for the in-depth explanation. |
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