I have been trying to figure out why the platforms are so jerky in their motion. I've discovered a few of things:
First, for some reason the client shows the platform as class "func_platrot" which is correct. But the the server lists the same entity as "func_plat" (the base class). I discovered this by accident by printing the classname of the ground entity indentified in the ClassifyPosition() routine. (I remade the map to force all the plats to func_plat and this problem went away, but the other problems remained.) Second, if you print the m_vecVelocity of the ground entity, the client shows the correct velocity, but the server always shows it as being 0. This can't be right since the plats are moving correctly. I'm not sure what's happening here. (????) Maybe something is resetting it to zero before the print statement in ClassifyPosition? Third, the jerkiness seems to be from the player being kicked up into the air (sorta like going up a stair step) and then falling back to the plat. The result is that the FL_ONGROUND flag is oscillating randomly (along with the ground entity switching from NULL, to the platform, and back to NULL) while the platform is in motion. The weird thing is that the code used to navigate stairs doesn't seem to be the thing that's doing this. Any ideas? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders