> When I comment the SyncAnimation function, the problem solved > Yes, I use MOVETYPE_STEP instead maintain the PHYSICS move.
Ok. Commenting this out is ok if you don't have other server ragdolls that are MOVETYPE_VPHYSICS. But it also means that somewhere you have an invisible strider head with wheels on it being physically simualted (at least that's what I'd expect to happen if you attached a strider.mdl to a prop_vehicle_driveable and made it MOVETYPE_STEP). If you turn on the bbox debug overlay (ent_bbox strider_vehicle) you can probably see it. So you might get physics objects colliding with something invisible if you don't fix this. Maybe it's not a big deal... IServerVehicle is the interface that does all of the player/vehicle stuff unrelated to physics. It puts your view in there, it routes your input to the vehicle, etc. You could use it to make a func_tank kind of thing that the player gets inside. It doesn't have anything to do with wheels, suspensions, & physics. But the fourwheelvehiclephysics (and the IPhysicsVehicleController you get with it) is what implements the physical tire/engine/suspension kind of stuff. So I'd guess you want to use IServerVehicle for your mod, but not IPhysicsVehicleController. CPropVehicleDriveable is giving you both. > I have another vehicle_strider.cpp derived from > CBaseAnimating with the Iservervehicle interface derived. > > I will put this vehicle in my mod instead the other. > > One question, what's the better class to implement this type > of vehicle? I'm thinking in BaseCombatCharacter > > Instead CBaseAnimating, with the Iservervehicle interface. > What do you recommended me? That doesn't matter as much as the above choice. The main difference between basecombatcharacter and baseanimating is that combatcharacter has all of the stuff to deal with weapons, ammo, line of sight, & combat relationships. So if you expect it to use weapons or have AI characters attack it, then you probably want basecombatcharacter - otherwise baseanimating will be fine. Jay _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

