Client: Difference between revisions

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(Removed "remote administrator" since the program doesnt exists anymore, Please undo this if "remote administrator" means something we still have.)
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The client class represents any client that has connected to the server. This can be a [[player]].
The client class represents any client that is connected to the server. Therefore, clients are created and destroyed automatically by players' connections or disconnections. They usually are the MTA: SA copy that a [[player]] is using (so it has more information about the world), but it can also be the [[Element/Console|server console]].


All client functions can operate on both player and admin elements.
All client-managing functions operate on both player and server console elements, so the element responsible for a kick can be the server console, for example. However, the server console is protected against some of that functions: it can't get kicked or banned.
 
The players' clients are also responsible of informing the server about the state of the elements that they're [[SetElementSyncer|syncing]], so they're essential for accurate sync of peds and vehicles. They also receive data from other clients and the server.


==Related scripting functions==
==Related scripting functions==
===Server===
{{Admin_functions}}
{{Client functions}}
[[Category:Scripting Concepts]]
[[Category:Scripting Concepts]]

Latest revision as of 10:12, 22 June 2014

The client class represents any client that is connected to the server. Therefore, clients are created and destroyed automatically by players' connections or disconnections. They usually are the MTA: SA copy that a player is using (so it has more information about the world), but it can also be the server console.

All client-managing functions operate on both player and server console elements, so the element responsible for a kick can be the server console, for example. However, the server console is protected against some of that functions: it can't get kicked or banned.

The players' clients are also responsible of informing the server about the state of the elements that they're syncing, so they're essential for accurate sync of peds and vehicles. They also receive data from other clients and the server.

Related scripting functions