In a multiplayer state, we can't send too many data to server or the network will lag.
so we set "entity.nosend" flag to on that client won't send data anymore.
but before stop sending data, we must send all the updated data to server first.
In other words, we have to make sure all other client have received the player's latest data.
That's why we use the "ent_sendnoew(entity)".
The data to be send : model force and position
EX:
ent_create("laserflash.mdl",my.x,laserflash);
// generate a laser flash ...
function laserflash
{
ent_sendnow(my); // force model and position to be sent in the next cycle
wait(1); // make sure it's sent now
my.nosend = on; // don't send anything further
...
}
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