You should use the UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 5 ); random function(s). These functions (Leon, Botman, tell me if I am wrong here) will allow the random sequence generated by the server and the client to be the same :) So your "random" effect will gel between the server and the client (hence the shared name). FA implements this and you don't see a difference between client and actual.
----- Original Message ----- From: "Commando" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 27, 2002 10:28 AM Subject: Re: [hlcoders] Clientside events not matching the server > Paul > > That is unfortunately normal. I ran into this when modifying accuracy of > weapons based on things like player speed, crouching, stamina, etc, but it > will happen with all weapons no matter how careful you are. > > When you do the bullet trace, you give it a vector which is basically the > cone of degrees of accuracy. That means that the bullet will hit at a > random point within that cone. The problem lies with the fact that the > random point that the client comes up with will be different than the > random point the server comes up with. All you can really do here is to > keep as much as possible between the client and the server the same so that > the accuracy vector you pass in to EV_HLDM_FireBullets() and to > m_pPlayer->FireBulletsPlayer() is the same. Beyond that it is random, > unless there is some magic hidden in the code that I haven't found yet. :( > > Rob Prouse > Tour of Duty Mod > http://www.tourofdutymod.com > > At 09:27 PM 26/02/2002 +0000, you wrote: > >Ok, here's one I won't work out on my own. > > > >I ust finished making all our weapons use clientside events to do the > >animations, decals, etc. But as I was doing the last one I forgot to turn > >off the serverside decals. I then noticed that the decal marks were > >completely different for client and server. I was under the impression that > >some clever code tied the events to the server so this wouldn't happen. Is > >there something I need to do that I may have overlooked? > > > >I'm not talking about full client prediction here, just event calls from the > >server. > > > >Any suggestions of things to check would be greatly appreciated :) > > > >Paul > > > >_______________________________________________ > >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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

