Well, it turns out Priyadarshi had at least some of it right. It seems the
"m_flNextPrimaryAttack" var was being predicted or synced many times with
different values.. The asw guys included the var(which belongs to an
ancestor class) into the weapon's prediction table. All I had to do was
remove them from the prediction table, and from the send/receive table in
the CASW_Weapon.

Thanks for the help.

On Thu, Dec 8, 2011 at 12:11 PM, Saul Rennison <saul.renni...@gmail.com>wrote:

> "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*
>
> _______________________________________________
> 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

Reply via email to