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