That worked for the Muzzle flash, but the tracers refuse to show up. I look
at the code flow for FireBullets and in there it is calling to do impact
effects and tracers. And since my vehicle overrides GetTracerType() and
DoImpactEffect. My tracers should be showing up!
Very bizarre!
Chris
----- Original Message -----
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, August 27, 2007 8:14 AM
Subject: Re: [hlcoders] Vehicles in multiplayer
--
[ 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
> --
>
>
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> --
>
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-omega
--
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