-- [ Picked text/plain from multipart/alternative ] Hi Mike, Unfortunately since you are doing multiplayer (you said "HL2DM game") you are probably using prediction for players with latency, so, you have to predict the animation sequences of the local player if you want to show them (third person.)
You need to preidct the stuff that SetAnimation does on the server. First thing to do would be to make SetAnimation a shared function so that client and server are using the same logic to set player sequences. Once you have that, you just need to make sure that the client is calling SetAnimation in CMoveHelperClient::PlayerSetAnimation and in C_BasePlayer::PostThink to mimic what the server does. Then, you need to fix m_flCycle for the local player since if it comes down from the server it will mess up what the client's SetAnimation is doing, so copy what Valve has done in C_BaseCombatWeapon::Interpolate, which is making m_flCycle cycle properly independent of the server. This is still not complete, because you will notice that C_BaseAnimatingOverlay does not have the same methods available on the client as the server, so if you want to use gestures / layered animation you will need to make a version of C_BaseAnimatingOverlay that will work on the client. It should be a matter of adding the code necessary to make RestartGesture() work on the client. This is used for playing gestures like attacks and signals, if your custom player model doesnt have any gestures you may not need to do this. Another thing is to check into CPlayerAnimState, which Garry already mentioned does some funny stuff that can muck up your animation and positioning (ie, calling SetLocalAngles when the function is called ComputePoseParam_BodyYaw?!) If you just wanted a single player, it would just be a matter of tracking down the source of the jitter and fixing it, but for multiplayer you will definately want to predict the animations, since even if you smooth out the jitter completely, you will still notice that the animations lag behind what the local player is actually doing, since his movements are predicted but his animation has to come down from the server. This is essentially what I said in the VERC forum but hopefully this summary will help you understand better. Paul On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote: > Yeah. I've been a long-time participant in that thread. If you look at the > latest posts, there is still no proper solution. > > I don't think this is directly related to third-person, simply a bug in > client-side animation. > > Please help. Thanks! > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

