Re: [hlcoders] Muzzleflashes
-- [ Picked text/plain from multipart/alternative ] Well, that's helpfull. Anyway, I found the problem. It seems that CPASFilter doesn't work very well in multiplayer. The solution is to use an other filter. On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > I send an effect to the client and then call the appropriate functions > with > parameters. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Wednesday, August 16, 2006 4:24 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Muzzleflashes > > -- > [ Picked text/plain from multipart/alternative ] > I'm working on a coop-mod, which means that you have NPCs in multiplayer. > Only in the new SDK-code, I don't see muzzleflashes in multiplayer. > In the old code, the problem was with the prediction. With cl_predict 0, > the > muzzleflashes worked again. However in the new code, cl_predict 0 doesn't > do > the trick. I'm only seeing muzzleflashes with maxplayers set to 1. > > I have already compared the effect-dispatch files but it's not that. > There are more mods with NPCs in multiplayer. How did you fix it? > > Robbie > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Muzzleflashes
I send an effect to the client and then call the appropriate functions with parameters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:24 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Muzzleflashes -- [ Picked text/plain from multipart/alternative ] I'm working on a coop-mod, which means that you have NPCs in multiplayer. Only in the new SDK-code, I don't see muzzleflashes in multiplayer. In the old code, the problem was with the prediction. With cl_predict 0, the muzzleflashes worked again. However in the new code, cl_predict 0 doesn't do the trick. I'm only seeing muzzleflashes with maxplayers set to 1. I have already compared the effect-dispatch files but it's not that. There are more mods with NPCs in multiplayer. How did you fix it? Robbie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Muzzleflashes
-- [ Picked text/plain from multipart/alternative ] I'm working on a coop-mod, which means that you have NPCs in multiplayer. Only in the new SDK-code, I don't see muzzleflashes in multiplayer. In the old code, the problem was with the prediction. With cl_predict 0, the muzzleflashes worked again. However in the new code, cl_predict 0 doesn't do the trick. I'm only seeing muzzleflashes with maxplayers set to 1. I have already compared the effect-dispatch files but it's not that. There are more mods with NPCs in multiplayer. How did you fix it? Robbie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders