-- [ Picked text/plain from multipart/alternative ] Well, that's helpfull.....
Anyway, I found the problem. It seems that CPASFilter doesn't work very well in multiplayer. The solution is to use an other filter. On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > I send an effect to the client and then call the appropriate functions > with > parameters. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Wednesday, August 16, 2006 4:24 PM > To: [email protected] > Subject: [hlcoders] Muzzleflashes > > -- > [ Picked text/plain from multipart/alternative ] > I'm working on a coop-mod, which means that you have NPCs in multiplayer. > Only in the new SDK-code, I don't see muzzleflashes in multiplayer. > In the old code, the problem was with the prediction. With cl_predict 0, > the > muzzleflashes worked again. However in the new code, cl_predict 0 doesn't > do > the trick. I'm only seeing muzzleflashes with maxplayers set to 1. > > I have already compared the effect-dispatch files but it's not that. > There are more mods with NPCs in multiplayer. How did you fix it? > > Robbie > -- > > _______________________________________________ > 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

