Barbie wrote: ↑Thu Apr 25, 2024 10:20 am
Any suggestions how to do this?
sektor2111 wrote: ↑Wed Apr 24, 2024 9:08 pm
It's possible, but code must be compiled in a different way.
To complete that code will go into a "ServerPackages" list. Execution is coming from a simulated function excepting a dedicated server from executing code. A lot is doable if it's not about fixing geometry... except some small issues.
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In prior posts from a few years ago Higor pointed out tiny things concerning separate executions Server/Client. In other hand... Shadow Decal for Monsters has a nice deal in a version of ECOOP. It's needed only rewriting such code for other needs... or a combination of these two nice things... If somebody will say that I'm talking crap, then I have to remember you that decals were never attached in servers, and then what natives can do, UScript is not that weak to not do more. Things which I did - client side:
- decorations;
- lightning tweaks - more to say here...;
- skinning some actors;
- graffiti over poorly decorated walls;
- decoration pawns autonomously guided by Client - EXU also was capable to spam/spawn such things.
For efficiency you can setup such a template code in which you can do changes and drop changes in other folder for separate compilations.
NavAdder loads during run-time specific plugins for maps, mapping packages automatically and... their executions is automatically ignited by Engine. This is public already for years, not the best codes but everything works ON-Line since XC_Engine v21 ages... In these plugins are samples about working in Client-Side... More words are useless.