> You can try looking into the functions > CPrediction::SetupMove > and > CPlayerMove::SetUpMove Sorry to bring up an old topic- Which one of those two functions is used by the server? They appear to both be defined only in the clientside project. If I am building a new movement type (such as a flying ability), what functions do I need to edit to make the movement work? Just these two?
In a similar vein, when I move the position of an entity a long distance I can see it jump between them like it is moving at high speed. How can I make it so that it is instantly teleported rather than moved? (The difference being, the client would not see the entity flash through any positions between the two points) Thanks. -Skyler On Wed, Jan 21, 2009 at 8:16 PM, Minh <[email protected]> wrote: > oops, yea, you're right .. this would f' that up. > You can try looking into the functions > CPrediction::SetupMove > and > CPlayerMove::SetUpMove > > They take the player's input cmd and process it into the player > movement. Maybe you can find the part that modifies the player angles in > there. > You'll have to make identical changes in both functions cuz one of them > is for the client side prediction and the other is the server's version. > Keeping them both in synch ensures a smooth movement. > > Chris Drouin wrote: >> Ideally we'd like the players to be able to move the camera (third >> person) - wouldn't this nix that? >> >> ~~Chris Drouin >> >> On Jan 21, 2009, at 7:29 PM, Minh <[email protected]> wrote: >> >> >>> Look for a function called >>> >>> OverrideMouseInput( float *x, float *y ) >>> >>> I use this function to nullify my mouse movement and it will solve >>> your >>> problem just fine. I think there's an example in the SDK on how to >>> use it. >>> It's really trivial to use. To negate mouse movement, I just go >>> *x *= 0; >>> *y *= 0; >>> >>> >>> >>> >>> Bagels wrote: >>> >>>> I've got a player entity viewed in the third person; for various >>>> inscrutable reasons, we need this player entity at a fixed >>>> orientation >>>> regardless of the camera position (but still keeping control >>>> enabled). >>>> What's the best way to go about this? Using SetAbsAngle() in the >>>> Think() method doesn't seem to have an appreciable effect. I suspect >>>> it's getting overridden by the physics and/or gamemovement stuff that >>>> gets called later. >>>> >>>> ~~Chris Drouin >>>> >>>> _______________________________________________ >>>> 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

