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by snarfy 4446 days ago
There were a few constructs for dealing with scripts running on the client vs server and also data replication across the network built into the language. This is where it different from being just a scripting language.

Ultimately it was confusing at first. Besides the official docs I had to look at their script source and old UT2 tutorials to figure it out.

I haven't seen the new engine, but I imagine simply doing a net.replicate(&player_info) would have been more straight forward than dealing with all of the unrealscript language constructs for it.