Frykaeshi Master
Member
I'm thinking of doing it by sending x and y coordinets and the id of the objects in server and check for what's at that x/y in client to give that instance the id sent as a special id. It will happen in create event (probably with using "with all"). After that every object will get any command for them in async event if the buffer starts with their special id.
Is this a good way to do it, or would having an async event in all of the objects in the game checking for their ids cause any problems (fps/networking wise)? Should I have only one client object with an async event?
There's also the option of creating a ds map and storing the special id's in there, so I can do everything from client object.
Is this a good way to do it, or would having an async event in all of the objects in the game checking for their ids cause any problems (fps/networking wise)? Should I have only one client object with an async event?
There's also the option of creating a ds map and storing the special id's in there, so I can do everything from client object.
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