Ah, SP. Sorry, not prediction then, but You need to run it through the
client as well either way if you want it to be smooth. ie: with
engine->SetViewAngles
because the viewangles get updated from the client with input.

if you were doing a scripted sequence or something, you'd have a separate
entity moving around (ie: the camera entity), and the view would just
follow it, with the server telling the client the angles to use.
however you're manipulating the player directly, so you need to have the
client run the same stuff.



On Sat, Apr 12, 2014 at 8:06 AM, Krzysztof Lesiak <wave....@hotmail.com>wrote:

>  Isn't prediction generally disabled in SP titles, though? I'm asking
> bercause cl_predictionlist doesn't show any predicted entities, neither
> when running my own .dlls nor in HL2 and cl_predict is disabled, too.
>
> *From:* Tony omega Sergi <omegal...@gmail.com>
> *Sent:* Friday, 11 April, 2014 23:33
> *To:* hlcoders@list.valvesoftware.com
>
> because you're only locking on the server side if you're using that.
> you need to predict it on the client, and make the client look at the
> point as well.
>
>
>
> On Sat, Apr 12, 2014 at 6:06 AM, Krzysztof Lesiak <wave....@hotmail.com>wrote:
>
>>  First off, sorry for the late reply and the screwed up format, I didn't get 
>> the mail for some reason and had to copy it from the archive.
>>
>> It doesn't work at all then, the mouse does lock, but when I move away it is 
>> not on target anymore. I've just tested it with a lag of 200 ms.
>>
>>
>> *amckern at yahoo.com <http://yahoo.com>*
>>     *amckern at yahoo.com <http://yahoo.com>*
>>     *Wed Apr  9 13:43:59 PDT 2014*
>>
>> Looks like prediction issues - what the scan look like when you put on fake 
>> lag?
>>
>>
>>
>> Sent from Windows Mail
>>
>>
>>
>> From: Krzysztof Lesiak
>> Sent: Wednesday, April 9, 2014 11:30 PM
>> To: *hlcoders at list.valvesoftware.com* 
>> <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>
>>
>>
>>
>> Ok, I've got the lock on mechanic to work so far; unfortunately, it feels a 
>> bit jittery when e.g. going around a locked on prop, probably due to my 
>> usage of CBasePlayer::SnapEyeAngles.
>>
>>
>>
>>
>>
>> Is there a possibility to make it look a bit smoother? By the way, here's a 
>> video of how it looks now: *https://www.youtube.com/watch?v=_iox4XPqpS4* 
>> <https://www.youtube.com/watch?v=_iox4XPqpS4>
>>
>> The quality is terrible, but at fullscreen it should be visible what I meant.
>>
>>
>>
>> *From:* Krzysztof Lesiak <wave....@hotmail.com>
>> *Sent:* Sunday, 6 April, 2014 04:15
>> *To:* hlcoders@list.valvesoftware.com
>>
>> That's very helpful, thanks.
>>
>> *From:* Tony omega Sergi <omegal...@gmail.com>
>> *Sent:* Saturday, April 5, 2014 20:53
>> *To:* hlcoders@list.valvesoftware.com
>>
>> *PlayerMove::SetupMove / *Prediction::SetupMove
>>
>>              ucmd->forwardmove *= 0;
>>              ucmd->sidemove *= 0;
>>              ucmd->upmove *= 0;
>>
>> *Input::ApplyMouse to stop it from adding.
>>
>>
>>
>> On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak 
>> <wave....@hotmail.com>wrote:
>>
>>>  I've found a SnapEyeAngles method in CBasePlayer that I can call when
>>> I've got a scanning target, so that's one problem less. Now I only need to
>>> constrain mouse movement somehow. I'll take a look at the viewcontrol code,
>>> maybe I'll find something there.
>>>
>>>
>>>
>>>
>>>
>>> *From:* Neico <ad...@neic0.de>
>>> *Sent:* Saturday, April 5, 2014 2:11 AM
>>> *To:* hlcoders@list.valvesoftware.com
>>>
>>>  The game_ui (or point_viewcontrol) code allows for disabling player
>>> input for as long as it's active, I think this sounds mostly like what
>>> you'd want.
>>> Maybe there's some hints from there how to disable only the mouse input,
>>> but I can't think of any decent way except for GameMovement in general or
>>> the GameRules right now.
>>>
>>> Hope that helps a bit.
>>>
>>> - Neico
>>>
>>> On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote:
>>>
>>> I have authored a new weapon that mimicks the "scan visor"
>>> mechanics from Metroid Prime; however, I would like to be able to center
>>> the player's view on the entity that's being scanned and disable mouse
>>> movement, so it stays centered as long as the player is scanning. I have
>>> tried using UTIL_PointAtEntity(pPlayer, pTarget) in my PrimaryAttack(), so
>>> that the player angles are updated every frame if he's scanning, but that
>>> doesn't seem to work.
>>> Any suggestions on this one? Your help is greatly appreciated.
>>>
>>>  Best regards,
>>> Krzysztof
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please 
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>>>
>>>
>>>
>>> _______________________________________________
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>>>
>>>
>>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>


-- 
-Tony
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