Thanks for your help. We're using the orange box version (source 2007).
This whole networking stuff is pretty new to me so I try to understand it by looking at how the other weapons are programmed. Here's why this confuses me as I can't find a difference between how the animation is called compared to other animations or other weapon scripts. I tried to follow the whole thing and apparently CHL2MPPlayerAnimState::DoAnimationEvent never gets told to do the animation. Additionally the function: bool CWeaponBook::Reload( void ) gets only called on the server in: CWeaponBook::ItemPostFrame This makes fits as DoAnimationEvent never gets told to do an animation on the client. Now here is whats confusing me. In the same function CWeaponBook::ItemPostFrame we have another call thats written the same way but this time its inside a switch statement: switch( m_AttackPaused ) m_AttackPaused is a CNetworkVar so I figured ok, lets try and code a new CNetworkVar and write an if statement for it so the reload animation only gets called when needed. And voila it worked! So while I think I understand this I still have one last question: Is this update/linking on all clients whenever we use a CNetworkVar something Valve has written or is this something C++ does on its own? I mean its pretty convenient but it confused the hell out of my because it wasn't coded explicitly (or instantly visible for that matter). :) Cheers, Tobias Psy_Commando <psycomma...@gmail.com> hat am 5. Juni 2013 um 06:50 geschrieben: > I might be wrong, but my guess is that by not sending a message and instead > calling directly the message associated method, you're leaving the client > unaware that it should play that anim. > > Though its been a while since I played with that. Are you using Alien swarm > or the orange box ? > > > On Tue, Jun 4, 2013 at 9:57 AM, m...@tobiasbaumann.net > <mailto:m...@tobiasbaumann.net> <m...@tobiasbaumann.net > <mailto:m...@tobiasbaumann.net> > > wrote: > > > Hi everyone, > > > > I've been trying to solve a very simple problem in the past days and I'm > > hoping someone of you can help me. > > > > So I've created a new weapon based upon the Frag grenade code. Its > > basically the same thus far with a few changes. So far it works as intended > > except there is no reload animation on the player model even tough I'm > > telling the game to play one. My character model has the reload animation > > and it works when I try it in the modelviewer. However when I use this line > > in the code: > > > > ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); > > > > Which is getting called in the reload function nothing happens. My first > > guess was that maybe another animation cancels out this animation so I tried > > to see whats going on by using anim_showstate in the console and I noticed > > that only the server is doing a layered animation of the reload animation. > > Which is correct I'm assuming because we also want walking/crouching > > happening while reloading. Now here's my question: > > > > Why is the animation only executed in the server? > > Am I missing some reference or did I forgot a sequence inside the the qc > > file? (I've got my acttable_t setup correctly.) > > > > I've looked at other weapons code to see how they trigger the reload > > animation and its the same line of code. What am I missing? Is there some > > other place in the code that handles reloading depending on what weapon the > > player has equipped? I'm asking because I noticed the default frag grenade > > doesn't have a reload animation as well. > > > > Viewmodel animations are working correctly tough. > > > > Thank you for any help on this. > > > > Best regards, > > Tobias > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > <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