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Torque 3D Game Development Cookbook

You're reading from   Torque 3D Game Development Cookbook Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849693547
Length 380 pages
Edition 1st Edition
Languages
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Author (1):
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DAVID WYAND DAVID WYAND
Author Profile Icon DAVID WYAND
DAVID WYAND
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Toc

Table of Contents (17) Chapters Close

Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. TorqueScript: The Only Script You Need to Know 2. Working with Your Editors FREE CHAPTER 3. Graphical User Interface 4. Camera and Mouse Controls 5. Your Graphics Evolved 6. Make That Sound Happen 7. Game Objects 8. Multiplayer Servers 9. Importance of Networking 10. Miscellaneous Gameplay Features Index

How to access all client connections from the server


During a game, we often need to work with all the connected clients at once, such as sending out a game update. In this recipe, we will learn how to go through the list of all the connected clients and do something with them.

How to do it...

The ClientGroup collection is a SimGroup collection that stores each of the client's GameConnection instances on the server. The easiest method of stepping through this group and working with each connection instance is through the TorqueScript foreach() operator:

// Step through each client in the ClientGroup on the server
foreach(%client in ClientGroup)
{
  // Play a thunder clap sound on the client.  The play2D()
  // method sends a network sound event to the client
  // for the sound to be played locally.
  %client.play2D(ThunderCrash1Sound);
}

How it works...

The preceding code uses the foreach() function to retrieve each client in the ClientGroup list, and does some work on it. In this example,...

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