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
>
> >>>>
> >>>> _______________________________________________
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> >>>>
> >>>>
> >>>
> >>>
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> >>>
> >>>
> >>
> >>
> >> _______________________________________________
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> >>
> >>
> >
> >
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
> _______________________________________________
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