"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 >>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>>> >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >> >> > > -- > > > 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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