"gives me asserts" isn't particularly helpful. What are the messages?

Also I'm sure you can fix it with perseverance, you just need to find where
those 2 lines of code go.

On Thursday, December 8, 2011, Psy_Commando <psycomma...@gmail.com> wrote:
> I added it to the clientside firebullet method, and it just gives me
asserts, and now when I set cl_predict to 0 it doesn't fix the problem.
>
>
> On Thu, Dec 8, 2011 at 2:29 AM, Saul Rennison <saul.renni...@gmail.com>
wrote:
>
> Try moving it further down the hierarchy. For example in:
> CYourPlayer::FireBullets
>
> On Thursday, December 8, 2011, Psy_Commando <psycomma...@gmail.com> wrote:
>> Thanks Saul.
>> I put the code you gave me into the Client-side PrimaryAttack method but
it didn't fix the problem.
>>
>> Priyadarshi, thanks but this is basically the orignal asw weapons with
tweak to be used by the player, so the prediction and network table are all
complete.
>>
>> On Wed, Dec 7, 2011 at 9:36 PM, Priyadarshi Sharma <
priyadarshi...@gmail.com> wrote:
>>>
>>> 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 :
>>>>>
>>>>> Weapon problem
>>>>>
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>>>>>
>>>>>
>>>>
>>>>
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>>>>
>>>>
>>>
>>>
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please visit:
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>>>
>>>
>>
>>
>
> --
>
>
> Kind regards,
> Saul Rennison
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
>

-- 


Kind regards,
*Saul Rennison*
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