-- [ Picked text/plain from multipart/alternative ] Yeah that's what I checked first as well - It's very hard to tell because the crossbow bolt/missile model is very small and very fast as well so it's not as obvious. But I get this glitch on every single non-bullet based weapon that spawns entities to use as missiles, so it has to be something at the core of the engine, in the way entities are handled between server and client, or rendered on the client.> From: [EMAIL PROTECTED]> To: [email protected]> Subject: Re: [hlcoders] Prediction of projectile-based weapons in Source> Date: Wed, 24 Oct 2007 08:45:23 -0400> > --> [ Picked text/plain from multipart/alternative ]> Does the HL2MP crossbow have the same delay? I never noticed it..> > Regards,> > Paul> > On 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote:> >> > --> > [ Picked text/plain from multipart/alternative ]> >> > 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.> >> --> > _______________________________________________> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders> _________________________________________________________________ Découvrez le blog Messenger Le Meilleur du Web : toutes les vidéos qui buzzent le plus sur Internet ! http://meilleurduweb.spaces.live.com/ --
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