Hi all,
Predicting CPlayerPickupController in multiplayer has been done by a few mods.
Frankly it doesn’t seem too difficult to pull off, but I’m here to ask how it’s
done anyway because I’m hitting on some strange issues. As it would seem, you
carry over a bit of code from weapon_physcannon and hook up the
ManagePredictedObject into something like a Think func on the client for
CPlayerPickupController.
This should work alright as long as player_pickup is created on the client as
well, so the prediction code is actually ran. To do this, I figured I’d just
need to DECLARE_NETWORKCLASS() and set up the appropriate vars, which if you’re
carrying over code from weapon_physcannon, the latter is done for you already.
Anyway, player_pickup isn’t even being created on the client. I’m here to ask
why. It’s not inheriting from a server only class, so is there any reason that
I’m missing that would cause this entity to not spawn for clients?
Thanks,
Andrew McWatters
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders