I added it to the clientside firebullet method, and it just gives me asserts, and now when I set cl_predict to 0 it doesn't fix the problem.
On Thu, Dec 8, 2011 at 2:29 AM, Saul Rennison <[email protected]>wrote: > Try moving it further down the hierarchy. For example in: > CYourPlayer::FireBullets > > > On Thursday, December 8, 2011, Psy_Commando <[email protected]> wrote: > > Thanks Saul. > > I put the code you gave me into the Client-side PrimaryAttack method but > it didn't fix the problem. > > > > Priyadarshi, thanks but this is basically the orignal asw weapons with > tweak to be used by the player, so the prediction and network table are all > complete. > > > > On Wed, Dec 7, 2011 at 9:36 PM, Priyadarshi Sharma < > [email protected]> wrote: > >> > >> Add your variables to the send/receive and prediction tables. In your > case it seems like a variable is getting resetted by server ack, which > should have been networked properly. > >> For more information - > https://developer.valvesoftware.com/wiki/Prediction > >> That's all we had to do to make our weapons fire correctly in our > multiplayer mod. > >> Regards > >> Priyadarshi > >> > >> On Thu, Dec 8, 2011 at 2:51 AM, Saul Rennison <[email protected]> > wrote: > >>> > >>> In the weapon fire code (client-side), add: > >>> if(prediction->IsInPrediction() && !prediction->IsFirstTimePredicted()) > >>> return; > >>> The problem is, the "weapon fire" code being predicted every frame > until it is acknowledged by the server. > >>> Good luck with the mod. > >>> > >>> > >>> Kind regards, > >>> Saul Rennison > >>> > >>> > >>> On 3 December 2011 19:34, Psy_Commando <[email protected]> wrote: > >>>> > >>>> I posted this on the valve forums, but without much success. So I'll > try here. > >>>> > >>>> Those are converted asw weapons, to be used by a regular player. > >>>> > >>>> For some reasons in multiplayer the gun appear to shoot thousands of > rounds, while the ammocount is reduced of one. Debbuging for a while showed > me that the gun is in fact only shooting once with m_iShots of 1 in the > FireBulletsInfo_t. > >>>> > >>>> When I set the maxplayer to 1 however, effects stop working, and the > gun shoots normally... > >>>> > >>>> I don't know what's wrong. But from what I can see its linked to the > predictions, since setting cl_predict to 0 fix the bullet spam. > >>>> > >>>> Here's a video : > >>>> > >>>> Weapon problem > > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list > archives, please visit: > >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>> > >>>> > >>> > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>> > >>> > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> > >> > > > > > > -- > > > Kind regards, > *Saul Rennison* > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

