[hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Michael Chang
Hi all Thanks for helping me last time Jorge and Ryan. But I need more help... I think I've whittled down the problem to its core. I'm trying to do a very simple SetAbsVelocity on the player but I'm getting prediction problems. First I tried doing SetAbsVelocity on ItemPreFrame for the player

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Michael Chang
Expanding on this problem... some pseudocode... Scenario A Player::PostThink(){ if( player attacks ) SetAbsVelocity( moveForward ) } Scenario B Player::PostThink(){ if( player attacks ) someFutureTime = gpGlobals-curtime + 0.5 if( gpGlobals-curtime someFutureTime )

[hlcoders] Making the player jerk up when hit

2009-01-18 Thread Scott Robson
Hi, I am trying to make the players' crosshair jerk up quickly and return to the origin within a certain timeframe. I also want the amount of damage you take to affect how much the player jerks up. This is so the player can't just 'stand and deliver' it gets boring. Can anyone help?

[hlcoders] Making the player jerk up when hit

2009-01-18 Thread Scott Robson
Hi, I am trying to make the players' crosshair jerk up quickly and return to the origin within a certain timeframe. I also want the amount of damage you take to affect how much the player jerks up. This is so the player can't just 'stand and deliver' it gets boring. Can anyone help?

Re: [hlcoders] Making the player jerk up when hit

2009-01-18 Thread Willem Engel
You could use the the viewkick function used when shooting (in baseweapon I think). If you put that somewhere in TakeDamage then all should be fine. TakeDamage also has damageinfo so you can make the kick damage relative. Regards Willem Scott Robson wrote: Hi, I am trying to make the

Re: [hlcoders] Making the player jerk up when hit

2009-01-18 Thread Andrew Ritchie
If you want it to return to it's previous position then you should use ViewPunch On Sun, Jan 18, 2009 at 3:13 PM, Willem Engel wil...@refreshmi.nl wrote: You could use the the viewkick function used when shooting (in baseweapon I think). If you put that somewhere in TakeDamage then all should

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Jorge Rodriguez
net_fakelag 200 is 400 ping, I can't expect any game to be playable under those circumstances. Even ordinary walking gets laggy in those circumstances. I never go above 100. Either way I don't know the answer to your problem. I would suggest trying to avoid using SetAbsVelocity() and using shared

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Michael Chang
Hi Jorge Thanks for the tip on net_fakelag. That's disconcerting I've been testing with 600 ping all this time... _ ~M net_fakelag 200 is 400 ping, I can't expect any game to be playable under those circumstances. Even ordinary walking gets laggy in those circumstances. I never go above

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Ryan Sheffer
You might want to write some debug messages for the console with time stamps so you can see when the client and server are getting velocities assigned, but directly setting the client side velocity is a really bad idea. I agree with Jorge that you should be adding your velocity changes directly to

Re: [hlcoders] Making the player jerk up when hit

2009-01-18 Thread Willem Engel | Refresh MI
Yeah sorry that's what I meant. ViewKick is a function I wrote that runs ViewPunch and some accuracy related stuff, so I don't really call punch directly anymore. ViewPunch is where it's at. -Original Message- From: hlcoders-boun...@list.valvesoftware.com