ClientsAndPlayers: Difference between revisions
Jump to navigation
Jump to search
(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...") |
No edit summary |
||
Line 1: | Line 1: | ||
{{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).