We don't use vehicles with weapons attached. Players fire themselves from within the vehicle; all muzzle effects/tracers/impacts work fine there.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Christopher Harris Sent: Monday, August 27, 2007 9:28 To: [email protected] Subject: Re: [hlcoders] Vehicles in multiplayer About tracers/muzzles/impact effects. Did you get these to work in your mod. I have done further testing using func_breakables which prove bullet info is firing. Just no effects are being created oddly enough. Could be another server to client transmission issue me thinks. Thanks ----- Original Message ----- From: "Maarten De Meyer" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Monday, August 27, 2007 2:32 AM Subject: RE: [hlcoders] Vehicles in multiplayer >I can confirm, MP vehicles are a core part of our mod, and we still have > this terrible issue. Last time I brought it up (about a month or maybe a > bit > more ago) Mike Durand personally looked into this problem. I haven't heard > from him since though. Mike, do you have any news on this issue? > > -- Maarten > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Minh > Sent: Monday, August 27, 2007 8:06 > To: [email protected] > Subject: Re: [hlcoders] Vehicles in multiplayer > > > -- > [ Picked text/plain from multipart/alternative ] > yea, The pose parameter problem is an issue that a lot of people are > having > (myself including). The client and server never seems to be in synch. I > recall it had something to do about sending an array of variables across > the > network. > I don't think anyone has solved it yet... > I managed to alleviate the problem somewhat by keeping track of the last > known value of a pose parameter and when/if it changes to a dramatically > different value, I smoothly interpolate to the new value. This results in > much less popping. > Oh, this is all done on the client side btw. > > > > ----- Original Message ----- > From: "Christopher Harris" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Sunday, August 26, 2007 10:47 PM > Subject: [hlcoders] Vehicles in multiplayer > > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I am having some minor issues with my vehicle in multiplayer which from a > quick one over of the flow of things I am perplexed why they are not > working. > > Firstly PoseParameters seem to be reseting to 0 but I assume it being a > CBaseAnimating ala a Model that it will handle sending that data down to > itself automatically, so I cannot discern why the poseparameters are > reseting when they are done changing on the server. Example we have a gun > with yaw/pitch params and when you move your view it moves, but when you > stop the gun resets to 0/0 for the values. > > Secondly Gun Effects are not showing up even though I know the gun code is > being called because I used the airboat gun fire code as a test and the > gun > screen shake is occuring. It is just that the effects don't play. This > happens for the airboat as well. (I have added in the Airboat ammo type). > > Thanks for your help > -- > > > _______________________________________________ > 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

