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Client-Side vs. Server-Side Scripting
Garry's Mod

Client-Side vs. Server-Side Scripting

Confused about client-side and server-side scripting in Garry's Mod? This guide breaks down the differences in simple terms, helping you understand how your addons work.

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Confused about client-side and server-side scripting in Garry's Mod? This guide breaks down the differences in simple terms, helping you understand how your addons work.

Alright, so you're diving into Garry's Mod and you've probably seen terms like 'client-side' and 'server-side' thrown around, especially when looking at addons or coding your own stuff. It can sound a bit technical, but think of it like this: it's all about where the magic happens for different parts of the game.

Basically, the server is the main brain of the operation. It's where all the core game logic lives – things like player positions, health, weapon damage, and what the NPCs are doing. When you join a server, your game (the client) is constantly talking to it, asking for updates and sending your actions back. The server decides if your jump was valid, if your shot hit, and so on.

Client-side stuff, on the other hand, is all about what happens on *your* computer. This is where things like your HUD (health bars, ammo counts), visual effects (explosions, muzzle flashes), and custom UI elements come into play. The server tells the client what to display, but the client handles the actual rendering and immediate feedback you see. It's also where things like custom player models or visual modifications that don't affect gameplay logic usually live.

Understanding this difference is super important because it dictates how addons work and how you might troubleshoot them. If an addon isn't showing up visually for you, it's probably a client-side issue. If it's messing with game rules or player stats, it's likely server-side. We'll get into the nitty-gritty of specific examples as we go!

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