The client could set a var like "lastattacktime", that gets synced with server?
Michael Chang wrote: > Hi Ryan > > I've moved all the set velocity stuff into gamemovement, using mv->etc > instead of SetAbsVelocity. This seems to be more reliable in terms of when > it does things, however I'm still getting a view hitch. > > I've also tried printing out time stamps. An example for net_fakelag 0 > > first attack > client attackstep at 22.305000 > server attackstep at 22.320000 > > second attack > client attackstep at 23.070000 > server attackstep at 23.174999 > > With net_fakelag 100 > > first attack > client attackstep at 23.070000 > server attackstep at 23.174999 > > second attack > > client attackstep at 249.869995 > server attackstep at 249.974991 > > > > The server falls behind the client often. To my understanding, there's no > way the server knows when the client player presses the attack button. How > would one compensate for this major discrepancy? > > > ~M > > > > You might want to write some debug messages for the console with time stamps > > so you can see when the client and server are getting velocities assigned, > but directly setting the client side velocity is a really bad idea. I agree > with Jorge that you should be adding your velocity changes directly to the > shared game movement code. You really need to make sure, and this is really > important for prediction, that the client and server velocity changes are > being made in sync with eachother. When the server update hits the client > and the client is outside of the movement range for that frame, it will snap > > the client back into server sync no matter what. > _______________________________________________ > 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

