Author Topic: clear projectiles  (Read 1786 times)

I've been trying to experiment with clientside scripting but i can't figure out how to mkae it so when i type /clearprojectiles it clears all projectiles. All i know for this is

Function serverCmdclearprojectiles(%client)...???


PLease help i am very new to this.

/cancelallevents does this and also stops delayed events/relays, admin only.
/cancelevents does this for a single player.



well a friend of mine spawned like a billion pongs by making pongs shoot out of minigun in the bedroom. And i wanted to clear them and not wait until they disapear

well a friend of mine spawned like a billion pongs by making pongs shoot out of minigun in the bedroom. And i wanted to clear them and not wait until they disapear
What you are attempting to do is a server-sided function, not client-side.

I think what'd you do is loop through the mission cleanup and remove any projectiles.

sorry for sounding noobish but what is that

Funfact: Projectiles aren't client sided.

OK i get it they are not clientside they are severside.

Treat Server-Sided as "reliable" objects that affect Gameplay mechanics like Deathmatches, while Client-sided effects are just for "show" and too unreliable to affect game-play. Another thing is that, to affect Server Sided Objects for everyone you need to make a Server Sided function. Example:

Function serverCmdclearprojectiles(%client)...???

Giving the %client argument to this function will delete the projectiles for the Client player and ONLY that Client player who used it. That player will no longer see the projectiles (yell at me on this if I'm wrong) but still get hit by projectiles though. This is because projectiles are Server-Sided, so if the server tracking your movements and the projectile's trajectory registers that you got hit, it will communicate that to you and override any "false" client-side information you might have. In this case, you are telling the server there are no projectiles, the server then turns around and says "Yes, there are, and you got hit, and now you're dead" and goes about telling everyone you got hit and died, etc.

Treat Server-Sided as "reliable" objects that affect Gameplay mechanics like Deathmatches, while Client-sided effects are just for "show" and too unreliable to affect game-play. Another thing is that, to affect Server Sided Objects for everyone you need to make a Server Sided function. Example:

Giving the %client argument to this function will delete the projectiles for the Client player and ONLY that Client player who used it. That player will no longer see the projectiles (yell at me on this if I'm wrong) but still get hit by projectiles though. This is because projectiles are Server-Sided, so if the server tracking your movements and the projectile's trajectory registers that you got hit, it will communicate that to you and override any "false" client-side information you might have. In this case, you are telling the server there are no projectiles, the server then turns around and says "Yes, there are, and you got hit, and now you're dead" and goes about telling everyone you got hit and died, etc.
YOU'RE loving WRONG.
Thank you very much.

%client is the client who called /clearProjectiles yes.

Don't capitalize Function.