Hello. Thank you for your answers. Actually I'd like to make a little mod for me and my friends because we'll have a LAN party on July 2005. I'd like this little "home-made" modification to support Level Transitions. I have made a big work to understand how they work. It seems they CAN work in Multiplayer Games. I have made a little experiment with a Listen Server and a Client (two computers with HL2 Silver installed on both). I managed to make Level Transitions work properly in MP games thanks to an hazardous method, but now I'd like to make transitions work thanks to the game code.
Here what I know: When players change of level, the game stores each entity's data in the computer's memory. When the second level is loaded those entities are put back in the server with the same data they had in the previous level (this is done thanks to the info_landmark entity) The problem in Multiplayer Games is that when a Client joins the game after the transition, the server has already "restored" the entities' data so the Client cannot be "restored" properly and linked back to his previous Viewmodel. So a new Viewmodel is created for that Client. INFO: I think a client's data (position, health, weapons...) is handled but the Viewmodel entity or something. NOTA BENE: I have set the server's CVar to 2 to debug level transitions (see the name of this cvar in triggers.cpp). This CVar allows you to see what are the entities which are 'kept' for the next level. During my little experiment, I could see the Viewmodel entity is kept during transition for the Listen Server Player (latency ~0) could be "linked back" to his previous Viewmodel entity though the Client Player connected to the server too late so he could not "link back" to his previous Viewmodel entity. Anyway, the Client Player's previous Viewmodel entity has been transitioned to the next level. A strange thing that happened is when a player shot this previous Viewmodel entity, it could hurt the Client Server, and even kill him. TODO: the thing I wonder is that I could either "delay" the server to make it wait for each player to be connected in order to let them "link back" to their previous Viewmodel entities or I could find the code that can force a player to be linked to a certain Viewmodel entity (which would be supposed to be their old Viewmodel) Anyway, I don't now how I can force the server to be delayed to wait for every player or how to force the server to link a payer to a certain viewmodel entity. I hope somebody here will be able to help me to prove my friends I'm not a dummy ;o) Best regards to everybody. Have a nice day :-) --Thomas TD _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

