We somehow solved that problem in Empires, need to lookup tho how. Maybe we have a vehicle movement class somewhere, but I doubt that. IIRC we had rather large issues with prediction, tho.
On 11/25/09, Christopher Harris <[email protected]> wrote: > I'd think it be best to derive a new gamemovement class where you implement > movement logic for how your vehicle will behave, I suggest highly to not use > the vehicle interface because then it will require that players have a > decent ping or it will lag big time. > > By making a custom gamemovement logic you can run the logic both server and > client side meaning the player can predict it and therefore not appear to > suffer as much from latency. You could start out simplistic with just > getting the player to behave like a vehicle and then focus on issues such as > suspension and decoupling turning from mouselook, etc. > > Mainly, with players you want movement to be responsive, and when dealing > with latency that means that the movement code must exist on both client and > server so they can predict what their commands will do and show it as quick > as possible. > > Chris > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of David > Kraeutmann > Sent: Wednesday, November 25, 2009 6:21 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Looking for some advice and direction > > Vehicles have a couple of specific physics rules, I'd suggest creating > a CVehiclePlayer which extends some vehicle class or interface and > implements the needed methods. > > On 11/25/09, Matt Hoffman <[email protected]> wrote: > > Why not replacing the player with a vehicle, and making him fast? Wouldn't > > that cut an unnecessary segment out of the loop and make life more > > peaceful/less "effin source physics grr"? > > > > Depends on what he's trying to accomplish. > > > > On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards > <[email protected]>wrote: > > > > > I was going to compliment you on your use of the English language, but > > > then I realised that you should have said /effect/. :-P > > > > > > The player model can be defined anywhere you see fit, but it's normally > > > done either in the player ent's Spawn() function or the GameRules' > > > FinshPutClientInServer() - or whatever its precise name is. > > > > > > That's going to be a tricky way of doing things however. It could be > > > considered a hack, but spawning the existing player ent inside a vehicle > > > and making sure he can never leave would be much more effective. > > > > > > Shawn Somers wrote: > > > > I'm relatively new to Source modding, and I need some help getting off > > > > the ground, > > > > > > > > I'm trying to create a mod that replaces the player with a vehicle, bu > > > > am having trouble determining what all I need to do in order to affect > > > > these changes. I already have the vehicle model, (static with no anims > > > > yet) and am capable of placing the model in a map as a static prop. > > > > > > > > What code do I need to change, to replace the player model with the > > > > vehicle, and use the weapon/weapons on the vehicle? > > > > > > > > Where do I start? > > > > > > > > can someone point me in the right direction? > > > > > > > > Shawn > > > > > > > > I > > > > > > > > _______________________________________________ > > > > 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

