if(playertouchsme){
addstring clientr.hats,#v(this.hat);
setplayerprop #c, You picked up hat # #v(this.hat);
play chest.wav;
set gothat44;
destroy;
}
if (playerenters && gothat44) {
hidelocal;
}
else {
showlocal;
}
[/CODE]
Simply put, when I touch it, then check my strings, 44 isnt being added to my clientr.hats.
…Well that one is weird because addstring is local.
Addstring modifies the string on the client, client sends out the new string.
Client retains the local string, GServer gets sent a copy to save it later.
I assume you’re using 2.1.7.1 or 2.2.2.0, and not 2.1.7.0 (which has been known to break the hell out of scripts)
woo, i actually helped hah! different note, server. strings are read-only to the client, serverr.strings are set-able both ways. (except we don’t have an npc-server, so theres no point for serverr.* flags)
Aye, clientr/serverr.vars were added to only be editable on the serverside, and read-only on the clientside(because it’s a lot harder to have the server rather than clientside memory).