Same here btw. My proxy is created in the constructor of CSDKGameRules: CreateEntityByName( "sdk_gamerules" );
Do you have something similar? After that I'm fresh out of ideas without my hands on the code :) gl! Maarten > Also in response to Tony > >> Gamerules have a 'proxy entity'. It is created with >> > CreateStandardEntities() on the server. > > > My CreateStandardEntities has nothing about creating 'proxy entity's', its > just the creation of the player_manager entity > > 2008/9/16 Olly <[EMAIL PROTECTED]> > >> The values are added to the Data Table of the parent base rules class: >> CTeamplayRoundBasedRules ( >> game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested >> ) >> >> 2008/9/16 Maarten De Meyer <[EMAIL PROTECTED]> >> >> Yeah, but that should be transparent, no? since the send/recv table from >>> the proxy is referencing the one in gamerules: >>> >>> BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy ) >>> SendPropDataTable( "offl_gamerules_data", 0, >>> &REFERENCE_SEND_TABLE( >>> DT_OffLGameRules ), SendProxy_OffLGameRules ) >>> END_SEND_TABLE() >>> >>> Which leads me to ask; Olly, did you forget to add your variables to >>> the >>> send/receive tables of DT_SDKGameRules ? >>> >>> > The rules themselves aren't networked. That's why there's a gamerules >>> > proxy. >>> > In hl2mp: >>> > LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy ); >>> > in 'scratch': >>> > LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy ); >>> > >>> > Etc. >>> > >>> > -Tony >>> > >>> > >>> > -----Original Message----- >>> > From: [EMAIL PROTECTED] >>> > [mailto:[EMAIL PROTECTED] On Behalf Of Olly >>> > Sent: September-16-08 10:27 AM >>> > To: Discussion of Half-Life Programming >>> > Subject: Re: [hlcoders] Networking Game Rules >>> > >>> > I read somewhere in the archive that rules arn't networked. They said >>> it >>> > could be done (obviously or valve wouldnt have written the >>> > CTeamplayRoundBasedRules class >>> > to use client variables). >>> > I'm just wondering if anyone else has any ideas HOW to do it. >>> > >>> > 2008/9/16 Marek Sieradzki <[EMAIL PROTECTED]> >>> > >>> >> Just a hint not really related to networking: you have to remember >>> > that VS >>> >> can show random values in debugger for Release build if the variable >>> >> was optimized out. >>> >> >>> >> _______________________________________________ >>> >> 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 >>> > >>> > >>> > _______________________________________________ >>> > 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 >>> >>> >> > _______________________________________________ > 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

