You don't have to write the particle spawing code twice for client and
server. The particle_parse.h/cpp is a shared file, so calling
DispatchParticleEffect() once would be sufficient, as the same function
runs on both the client and server. This function ultimately calls the
DispatchEffect() from
Add your variables to the send/receive and prediction tables. In your case
it seems like a variable is getting resetted by server ack, which should
have been networked properly.
For more information - https://developer.valvesoftware.com/wiki/Prediction
That's all we had to do to make our weapons
I am having the same problem and running VS as administrator doesn't fix it.
On Sat, Sep 17, 2011 at 2:58 PM, Tony omega Sergi omegal...@gmail.com wrote:
And to be clear, that's right click -: Run As administrator.
Mflux had the same problem, and this was what fixed it.
Of course this is all
Hello,
I am having the issue of a weapon being fired multiple times on client
side when there is a lag between client and server (net_fakelag 100).
This is similar to the issue mentioned here :
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html
I've tried the suggested fix
predicted_viewmodel?
On 12/07/2011 9:05, Priyadarshi Sharma wrote:
Hello,
I am having the issue of a weapon being fired multiple times on client
side when there is a lag between client and server (net_fakelag 100).
This is similar to the issue mentioned here :
http://www.mail-archive.com/hlcoders
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