I preferred to make the weapon the owner of the rocket, then call GetOwnerEntity()->GetOwnerEntity() when I wanted the player. ;-) A bool is a nice, broad solution though.
Christopher Harris wrote: > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

