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because they're not predicted by default.

tf2's projectiles are predicted.


On 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote:
>
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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.> >> --> >
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-omega
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