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
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 )
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?
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?
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
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
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
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
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
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
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