-- [ Picked text/plain from multipart/alternative ] Ah ok yeah, I can appreciate that. I was thinking of doing a similar thing sometime for bullettime bullets (the client bullet would go slowly along a path at a fixed speed until the server says it's ended).
To do that I was going to just make the 'bullet' network an end point and a time to reach the end then lerp between the points (the server would trace a line between the change to test for collision). That way the only things that would be networked would be the pos, end point and time to end - and none of them would change constantly. Plus the entity would kill itself at impact so it should be ok. Although thinking about it with high pings the bullet would probably go through stuff (depending on its speed). Other than that the only other way I think would be making the entity completely serverside and firing off a temp effect (You'd probably have to find a way to kill that effect though when your server entity dies though) On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > 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: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > 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. > > > -- > > > > > > _______________________________________________ > > > 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

