Add your variables to the send/receive and prediction tables. In your case it seems like a variable is getting resetted by server ack, which should have been networked properly.
For more information - https://developer.valvesoftware.com/wiki/Prediction That's all we had to do to make our weapons fire correctly in our multiplayer mod. Regards Priyadarshi On Thu, Dec 8, 2011 at 2:51 AM, Saul Rennison <saul.renni...@gmail.com>wrote: > In the weapon fire code (client-side), add: > > if(prediction->IsInPrediction() && !prediction->IsFirstTimePredicted()) > return; > > The problem is, the "weapon fire" code being predicted every frame until > it is acknowledged by the server. > > Good luck with the mod. > > > Kind regards, > *Saul Rennison* > > > On 3 December 2011 19:34, Psy_Commando <psycomma...@gmail.com> wrote: > >> I posted this on the valve forums, but without much success. So I'll try >> here. >> >> Those are converted asw weapons, to be used by a regular player. >> >> For some reasons in multiplayer the gun appear to shoot thousands of >> rounds, while the ammocount is reduced of one. Debbuging for a while showed >> me that the gun is in fact only shooting once with m_iShots of 1 in the >> FireBulletsInfo_t. >> >> When I set the maxplayer to 1 however, effects stop working, and the gun >> shoots normally... >> >> I don't know what's wrong. But from what I can see its linked to the >> predictions, since setting cl_predict to 0 fix the bullet spam. >> >> Here's a video : >> >> http://www.youtube.com/watch?v=Av1Mt6DI2Zw >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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