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I am moving it on the server.
I mean to have the same entity (derived from CBaseAnimating) simulated
independently on client and server.  It seems like it should work if I can
just get the entity creation sent then stop doing updates.  The reason I
want it this way is that my server side entity is calling SetAbsOrigin every
frame (and there isn't really any way to avoid that).  So rather than
networking the new origin to all clients in the PVS every update, I decided
to try and make the code that does the movement shared and allow the client
to do it's own prediction.

On 10/29/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
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> You need to send it at least once (for each client) for it to be
> created/acknowledged clientside. Why would you want to do this?
>
> It shouldn't be using any bandwidth if you're not moving it on the server
> or
> changing any of its network vars.. in which case it'll only transmit when
> stuff is being changed.
>
> On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to create an entity that has a visual representation on the
> > client separate from it's server counterpart, with the only networking
> > occurring when the entity is created on the server side (like a temp
> ent)
> > to
> > keep bandwidth use down.  So what I've been trying to do is create the
> > entity on the server with CreateEntityByName(), then disable its
> > networking
> > once the creation and initial network data has been
> transmitted.  Problem
> > is, simply changing UpdateTransmitState() to return FL_EDICT_DONTSEND
> > after
> > the server creation call doesn't work, it causes the entity to never be
> > created on the client side.  Anyone know how to do this?
> >
> > I've also tried FL_EDICT_FULLCHECK in UpdateTransmitState() with the
> logic
> > moved to ShouldTransmit(), same thing happens.
> > --
> >
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>
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