Did you try using the FX_FireBullets() function in the bare bones sdk_fx_shared.cpp ?
It takes care of the client prediction issues you seem to be having On Wed, 15 Dec 2004 22:55:56 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote: > I have tracers somewhat working, > However when I fire there is about a 3 second delay before I start to see > the bullet traces. > Then they move super slow like a matrix effect. > > FireBulletsInfo_t Fire; > Fire.m_vecSrc = pPlayer->Weapon_ShootPosition( ); > Fire.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); > Fire.m_iDamage = 8; > Fire.m_iAmmoType = m_iPrimaryAmmoType; > Fire.m_pAttacker = (CBaseEntity *) pPlayer; > Fire.m_nFlags = true; > Fire.m_iTracerFreq = 1; > Fire.m_iShots = 1; > Fire.m_flDistance = MAX_TRACE_LENGTH; > pPlayer->FireBullets( Fire ); > > I have the above in weapon_mp5.cpp > > Anyone want to shed some light as to why they look like > http://www.totalretribution.com/r00t316/badtracer.jpg > > I fired from the wall on the left then ran to where I am standing to take > the screenshot. > That is how slow it is lol.. > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders