ClientsAndPlayers: Difference between revisions

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(Created page with "{{DISPLAYTITLE:Clients and Players}} == What's the difference? == The easiest way to remember it, is the client doesn't exist in the game world. It can't have a position or anything "physical". The player ped ''does'' exist in the game world, which is why it has position and stuff. == Notes == * A client also known as a "net machine". It's just an entity that's connected to the server. In scripting, client.player is the ped attached to the client. * You can have a...")
 
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{{DISPLAYTITLE:Clients and Players}}
{{DISPLAYTITLE:Clients and Players}}
== What's the difference? ==
== What's the difference? ==
The easiest way to remember it, is the client doesn't exist in the game world. It can't have a position or anything "physical".
The easiest way to remember it, is the client doesn't exist in the game world. It can't have a position or anything "physical"<br>
The player ped ''does'' exist in the game world, which is why it has position and stuff.
The player ped ''does'' exist in the game world, which is why it has position and stuff.



Latest revision as of 03:14, 19 October 2025

What's the difference?

The easiest way to remember it, is the client doesn't exist in the game world. It can't have a position or anything "physical"
The player ped does exist in the game world, which is why it has position and stuff.

Notes

  • A client also known as a "net machine". It's just an entity that's connected to the server. In scripting, client.player is the ped attached to the client.
  • You can have a client without a player (if you don't spawn a player ped for them), and you can have a player ped without a client (it will just act like a normal ped).