ExecuteClientScript: Difference between revisions
DrinkyBird (talk | contribs) (3.1 is released, so Devfeature templates have been removed) |
DrinkyBird (talk | contribs) mNo edit summary Tag: Source edit |
||
Line 11: | Line 11: | ||
Returns 1 if the script could be executed successfully, or 0 if wasn't. The function might explicitly fail because either the client tried running this command in a network game or because the script doesn't have the <tt>CLIENTSIDE</tt> flag. | Returns 1 if the script could be executed successfully, or 0 if wasn't. The function might explicitly fail because either the client tried running this command in a network game or because the script doesn't have the <tt>CLIENTSIDE</tt> flag. | ||
[[category:ACS | [[category:ACS functions]] |
Revision as of 16:53, 2 July 2022
This article documents a Zandronum-specific ACS feature which may not be supported by ZDoom and its other child ports. |
int ExecuteClientScript (int script, int client [, int arg0 [, int arg1 [, int arg2 [, int arg3]]]])
int NamedExecuteClientScript (str script, int client [, int arg0 [, int arg1 [, int arg2 [, int arg3]]]])
Usage
Equivalent to ACS_ExecuteAlways, except that it only executes the script with the given arguments for one client. This is an efficient way of executing CLIENTSIDE scripts that should only need to be run by one client, or at least not by everyone, thereby reducing network traffic. NamedExecuteClientScript works the same way but for named scripts. If run offline, the script will be executed on the local machine like normal.
Return Value
Returns 1 if the script could be executed successfully, or 0 if wasn't. The function might explicitly fail because either the client tried running this command in a network game or because the script doesn't have the CLIENTSIDE flag.