Also if the player is the owner to the rocket then it should never trace from any rocket traces against the owner. To get the owned entity to trace against its owner in our mod for some owned objects that we wanted to have the player trace against we had to add a baseentity bool that we checked when doing the trace logic that prevents this to ignore this check.
Chris -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Tom Edwards Sent: Thursday, September 03, 2009 8:12 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Interpolation of projectiles AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID ); Then perform whatever tests you want in Touch(). I have a short grace period after the rocket fires within which it doesn't explode on the player who fired it. Adam "amckern" McKern wrote: > I got a rocket launcher based on the RPG class, if you spawn the rocket model within the p model it will explode in the p model - the best way to get around it is to mask the effect with a sprite, or something like spawing it behind the player - i found NO way to get a model based projectile to work any other way. > > Adam > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > --- On Wed, 2/9/09, Tom Edwards <[email protected]> wrote: > > > From: Tom Edwards <[email protected]> > Subject: Re: [hlcoders] Interpolation of projectiles > To: "Discussion of Half-Life Programming" <[email protected]> > Received: Wednesday, 2 September, 2009, 9:42 PM > > > It can't be exploited, it's just a rendering artefact on the client. > > I've been poking TF2 a little more and have spotted some oddities: > > * Rockets don't get a model, on the client, until a set period of time > has passed. Before this only the glow effect is visible. I think the > idea is to mask the spawn pause as the rocket flaring in the launcher > before it starts forward. > * Grenades and Huntsman arrows aren't interpolated. Instead they spawn > behind the player at a distance determined by interp time with > collisions disabled, so that they pass through the barrel at the correct > moment. This avoids the spawn pause but looks bizarre with high lerp. > > That Valve could only hack around the problem doesn't fill me with > confidence that there's a good solution to it. > > Nick wrote: > >> Can you offer video/pictures to demonstrate how this bug effects all >> valve games? >> >> Or any way for a player to replicate or exploit it? Thus you make it >> both easier and more likely valve will look into this problem and fix >> it. >> >> On Tue, Sep 1, 2009 at 2:02 AM, James Gray<[email protected]> wrote: >> >> >>> One possibility is to override ShouldDraw() and enforce the >>> appropriate conditions. >>> >>> >>> >>> On Aug 30, 2009, at 9:05 AM, Tom Edwards <[email protected]> >>> wrote: >>> >>> >>> >>>> I want to bring up the issue of projectiles hanging in the air for a >>>> moment after spawning again. The last time it was discussed the >>>> solution >>>> given was to predict: >>>> >>>> http://www.mail-archive.com/[email protected]/msg21121.html >>>> >>>> This is a bad idea though, because it causes the projectile to >>>> materialise several feet in front of the firer on observers' computers >>>> (contrary to what Tony said at the time, TF2 does NOT predict >>>> rockets/grenades). >>>> >>>> The problem is that the projectile is spawned as soon as the client >>>> receives it, irrespective of interpolation, and then (correctly) does >>>> not start to move until interp catches up. You can change the length >>>> of >>>> the delay by increasing the interp period; decreasing host_timescale >>>> makes spotting the difference easier. >>>> >>>> I've run tests and discovered that /all/ of Valve's games are affected >>>> by this issue, including TF2. I've not compiled the SDK template game >>>> but I expect it also suffers. >>>> >>>> The solution is clear: prevent the projectile's clientside >>>> representation from spawning until the interpolated world is ready. >>>> Anyone know how to do that? >>>> >>>> >>>> _______________________________________________ >>>> 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 > > > > > ____________________________________________________________________________ ______ > Get more done like never before with Yahoo!7 Mail. > Learn more: http://au.overview.mail.yahoo.com/ > _______________________________________________ > 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

