fmo080308 Posted November 1, 2016 Share Posted November 1, 2016 When client B/C/D/..etc move far away from client A, their inst in "AllPlayers" table will get removed because they are out of range of client A's network view. Is there any way i can prevent it? Or is it hard-coded? Link to comment https://forums.kleientertainment.com/forums/topic/71317-maintenance-allplayers-table-on-client-side-pls-help/ Share on other sites More sharing options...
CarlZalph Posted November 1, 2016 Share Posted November 1, 2016 Any entity that goes beyond ~76 units gets killed off on the client side and if the server doesn't simulate it then it goes into limbo. Entities that go within ~64 units spawn on the client side, so you see there is a band of overlap to help against network overhead when a client moves back and forth repeatedly. You might consider using TheNet:GetClientTable() for use with client related mods, though you won't have direct entity access using it. The only thing you'd be getting from it is a table per client that has information about the client, such as: skin information/userid/display name/steam64/equipped items(same info displayed when 'inspecting' someone)/prefab name/other small things. Link to comment https://forums.kleientertainment.com/forums/topic/71317-maintenance-allplayers-table-on-client-side-pls-help/#findComment-831776 Share on other sites More sharing options...
fmo080308 Posted November 1, 2016 Author Share Posted November 1, 2016 Oh thank you for your explaination Link to comment https://forums.kleientertainment.com/forums/topic/71317-maintenance-allplayers-table-on-client-side-pls-help/#findComment-831793 Share on other sites More sharing options...
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