I've sorted out the slots sticking around between servers (casts = trouble), but the lack of a full update on load/join is still an issue.
Tom Edwards wrote: > I worked out my EHandle array in the end, and it works great. There > seems to be a problem with full updates though. I think this console > output speaks for itself: > >> server slot 1 populated >> server slot 2 populated >> server slot 3 populated >> server slot 4 populated >> server slot 5 empty >> server slot 6 empty >> server slot 7 empty >> server slot 8 empty >> server slot 9 empty >> server slot 10 empty >> Sending full update to Client Theory >> client slot 1 empty >> client slot 2 empty >> client slot 3 empty >> client slot 4 empty >> client slot 5 empty >> client slot 6 empty >> client slot 7 empty >> client slot 8 empty >> client slot 9 empty >> client slot 10 empty >> > When I load a saved game (or I suppose join a remote server), the HUD > thinks that all of the slots are empty. Conversely, when I pick up a few > items in a new game, then start /another/ new one, the HUD slots remain > filled. > > Adding new items DOES work. In the quote above, slot five would be the > first used, and would light up normally. > > Am I missing a process you have to go through to add vars to full updates? > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders