Everything with Lua in CS2D is serversided of course. And adding Lua clientsided is way too much risk since it can be hijacked in like a few minutes and open you more gates.
the command is called tween_rotateconstantly (if your one is called Imageconstantrotate than it isn't an original function of CS2D).
RAVENOUS already said it: Lua is 100% serversided. not a single Lua command is executed on the clientside! this has security reasons and will not be changed.
why do even you want that command to be clientsided? it really wouldn't change anything. clients see the rotation anyway and the command doesn't waste much traffic because the rotation command is only sent once. there is no permanent traffic caused by the rotation (that's actually the reason why there are the new and awesome tween commands. cool animations with minimum network traffic. god.. they are so cool!)
there is no permanent traffic caused by the rotation (that's actually the reason why there are the new and awesome tween commands. cool animations with minimum network traffic. god.. they are so cool!)
Yeah I forgot the command name xD, no I was asking if the command would rotate the image constantly on the client side, with or without internet connection.
Like the dispenser's rotation, turret gun rotation, etc.
uhm... so if the server crashes or the connection drops? yes, it will still rotate for all clients. but what kind of question is that? the game doesn't work when the server/connection crashed so why do you care? you need a server or the game is not playable.
all those tween commands just send ONE single packet telling the client to perform the tween animation with given parameters.
so when you call the rotation command all clients will get a message like: rotate image x with speed y. and they will keep doing that until they get a command which says something different.
Not completely drop, I mean if the server has some lag--the image tween would still be smooth.
The packet is just telling the client some actions to do.
Since it is possible to do that wouldn't it be possible to create a system of sending initial codes to the client...then activating them--so it's smooth?