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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 
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