-- [ Picked text/plain from multipart/alternative ] in the vehicle fire function, like at the top, or before effects are transmitted do:
CDisablePredictionFiltering disabler; just by itself, nothing else. it will function until out of scope. -Tony On 8/27/07, Christopher Harris <[EMAIL PROTECTED]> wrote: > > 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 > > -- -omega -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

