I've sorted out the slots sticking around between servers (casts =
trouble), but the lack of a full update on load/join is still an issue.
Tom Edwards wrote:
> I worked out my EHandle array in the end, and it works great. There
> seems to be a problem with full updates though. I think this console
> output speaks for itself:
>
>> server slot 1 populated
>> server slot 2 populated
>> server slot 3 populated
>> server slot 4 populated
>> server slot 5 empty
>> server slot 6 empty
>> server slot 7 empty
>> server slot 8 empty
>> server slot 9 empty
>> server slot 10 empty
>> Sending full update to Client Theory
>> client slot 1 empty
>> client slot 2 empty
>> client slot 3 empty
>> client slot 4 empty
>> client slot 5 empty
>> client slot 6 empty
>> client slot 7 empty
>> client slot 8 empty
>> client slot 9 empty
>> client slot 10 empty
>>
> When I load a saved game (or I suppose join a remote server), the HUD
> thinks that all of the slots are empty. Conversely, when I pick up a few
> items in a new game, then start /another/ new one, the HUD slots remain
> filled.
>
> Adding new items DOES work. In the quote above, slot five would be the
> first used, and would light up normally.
>
> Am I missing a process you have to go through to add vars to full updates?
>
>
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