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Im not using the missile entity from the HL2 rpg, Im using my own rocket entity 
which sets the missile velocity in the spawn function. And the delay effect 
happens on two other missile based weapons that I've entirely coded myself 
which have nothing to do with the rpg code.

Im also testing this on local server, so the latency delay should be close to 
null. If I used net_fakelag, there's definitely a delay between the moment I 
fire, and the moment the entity is _created_, but there's also a slight delay 
between the moment it is created on the screen (so on the client) and starts 
moving forward. It's this later point that I want to fix.
> From: [EMAIL PROTECTED]> To: [email protected]> Subject: Re: 
> [hlcoders] Prediction of projectile-based weapons in Source> Date: Wed, 24 
> Oct 2007 08:01:06 -0400> > --> [ Picked text/plain from multipart/alternative 
> ]> How much of your code is based on the HL2MP weapon_rpg. You might want to> 
> look at CWeaponRPG::PrimaryAttack, CMissile::Spawn, no velocity is set for> 
> the missile until CMissile::IgniteThink is called 0.3s later. The delay was> 
> added intentionally, its not a bug or prediction issue. If you already> 
> removed that behavior then I'm not sure what else would be causing a such> 
> noticeable delay like that.> > Regards,> > Paul> > On 10/24/07, William 
> Ravaine <[EMAIL PROTECTED]> wrote:> >> > --> > [ Picked text/plain from 
> multipart/alternative ]> >> > I'd like to apologize in advance if this has 
> already been discussed> > previously, but I can't seem to find any relevant 
> topics.> >> > I'm currently implementing several missile-based weapons such 
> as a quake> > style rocket launcher. Right now I've just modified the 
> existing> > weapon_rpg code to shoot a rocket in a straight line instead of 
> the> > laser-guided one from HL2DM. It's all working fine except one thing: 
> when> > the missile> > entity is created in front of the rocket launcher in 
> 1st person view> > (havent checked how it looks from 3rd person yet) there 
> seems to be a very> > slight delay> > between the time the missile is spawned 
> and the moment it starts flying at> > its intended velocity, as if one 
> simulation tick was elapsing with the> > rocket having a null velocity.> >> > 
> This is quite annoying as it really makes the weapon feel wierd and> > 
> unnatural. My guess is this has something to do with prediction and how the> 
> > missile entity is interpolated> > on the client side, but Im not quite sure 
> yet how to handle this properly.> > I've tried a few approaches like using 
> CBaseEntity::CreatePredictedEntity to> > create the rocket on both the server 
> and client "at the same time" but it> > still doesnt fix the glitch. Maybe 
> it's the good approach and I forgot to> > set some flags or data tables...> 
> >> > The rocket launcher of the soldier in TF2 doesnt seem to suffer from 
> this> > effect, nor do the grenade launcher of the Demoman, so I supposed 
> they fixed> > the problem. I'd like to achieve the same result. Does any have 
> any> > suggestions and/or code snippets that could help me out?> >> > Thanks 
> in advance.> > 
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