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[Solved] msg_entity


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Process
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Join Date: Jan 2015
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Old 01-01-2015 , 10:08   [Solved] msg_entity
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what is this

Code:
#define    MSG_ONE                     1        // Reliable to one (msg_entity)

i can't undestand 'Reliable to msg_entity' its mean 1 index or what xD ?

Last edited by Process; 01-03-2015 at 06:07.
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tousif
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Old 01-01-2015 , 11:14   Re: msg_entity
Reply With Quote #2

Please Give full Code
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HamletEagle
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Old 01-01-2015 , 11:25   Re: msg_entity
Reply With Quote #3

No, it means that the message will be send to just one player, you use it with an index. Also, if it's reliable it will crash the server if the message somehow fails, if you use MSG_ONE_UNRELIABLE you avoid a possible crash.
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Kia
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Old 01-01-2015 , 12:12   Re: msg_entity
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At what case you would need a reliable message when you can always use a unreliable to avoid crashes?
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HamletEagle
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Old 01-01-2015 , 12:21   Re: msg_entity
Reply With Quote #5

Maybe when you redo some game code, and the original code use a reliable one, to keep compatibility.
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Kia
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Old 01-01-2015 , 13:11   Re: msg_entity
Reply With Quote #6

Alright, thanks for clarification.
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Process
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Old 01-03-2015 , 06:07   Re: msg_entity
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Thanks 'Solved' !

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Arkshine
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Old 01-03-2015 , 06:53   Re: [Solved] msg_entity
Reply With Quote #8

Reliable messages are guaranteed to be sent to players. You would want to use unreliable messages that if skipped that would not be a big deal, like not critical to the gameplay. This could be anything which displays something, like text. This can be also useful in case where if such message is sent often, and client is overflowed with this for some reason, client will be disconnected (server doesn't crash). Of course, it's possible to use always unreliable messages for all, it will be probably fine for most of situations but I would prefer to think twice before to avoid unexpected gameplay glitch.
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Last edited by Arkshine; 01-03-2015 at 06:56.
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