Firearms suffers from the same bug :( We have yet to track it down, but it will be related to how the client predicts the operation of weapons code. I suspect something is getting reset when it shouldn't be and allowing more bullets to fire.
A quick fix can be to have a special 3 round bust mode (and anim), but this isn't ideal. ----- Original Message ----- From: "Josh Coyne" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, May 03, 2002 2:32 PM Subject: [hlcoders] 3 round burst bug > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hey guys, one our weapons, the SMG9, has a 3 round burst toggle mode; > > for the most part it works perfectly in no lag and even 'low' lag situations, up to about 200ms or so. > > but once you go past 200ms, the gun starts shooting extra bullets. its kind of weird; and im pretty much clueless on how to stop it. > > Now i made some support functions a while ago (PackWeapon and UnpackWeapon) to transfer data from the server to the client for prediction, and i properly send the m_iAllowFire, and m_iBulletCount variables for the prediciton, and it works lovely. > > Can anyone offer hints on making sure the client will only fire 3 times ? > -- > > _______________________________________________ > 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