I have run into this problem too - and don't have a proper solution. I have discovered, however, that if you set net_fakelag to anything about ~25ms, the jittering disappears. This is probably in line with what you would expect with a listenserver-only problem. Until I find a proper solution, I have simply added UseClientSideAnimation() into the AI_BaseNPC constructor - this also stops jittering, but it does affect all animations, causing them to be "less exaggerated"
From: "Christopher Harris" <[EMAIL PROTECTED]> To: <[email protected]> Date: Mon, 3 Dec 2007 02:09:04 -0500 Subject: [hlcoders] NPC Animation Latency... Reply-To: [email protected] I have developed npcs deriving off the PlayerCompanion class and I am havin= g some issues. The first thing I tried was disabling any possible predictio= n issues or anything related to that, but it did not solve anything. ie CDi= sablePrediction Filtering. What is occuring is NPC animations are jittery and sometimes will enter jes= us pose breifly. As well sometimes odd animation issues occur where the fee= t are using wrong pose parameters to actual movement. Like the npc is walki= ng nw direction facing north and the feet look like they are strafing towar= d the east . The issue also only occurs in Listen Servers. In dedicated servers the anim= ations all work fantastically. Any help is appreciated. --
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