This is a multi-part message in MIME format.
--
That sounds good. Thanks! :-)
John Sheu wrote:
> Loop through all the players, calling IsDormant() on them. That should
> let you pick out the ones that are being currently server-updated (and
> thus in your PVS).
>
> John Sheu
>
> _
Jeffrey "botman" Broome wrote:
THE STORM wrote:
Hi all,
I know that this question is a bit outdated but I want to ask how is the
best way to get the msec value for the RunPlayerMove() call? I'm talking
about the old HL1 engine.
I tried with gpGlobals->frametime * 1000; Work good first 30 minute
Loop through all the players, calling IsDormant() on them. That should
let you pick out the ones that are being currently server-updated (and
thus in your PVS).
John Sheu
___
To unsubscribe, edit your list preferences, or view the list archives, please
Philip Withnall wrote:
I'm trying to code a sniper view mode which identifies all the players
currently visible in the active player's view, and displays information
about each of them floating above them.
I've had several ideas, including: just displaying the information for
everybody on the se
THE STORM wrote:
Hi all,
I know that this question is a bit outdated but I want to ask how is the
best way to get the msec value for the RunPlayerMove() call? I'm talking
about the old HL1 engine.
I tried with gpGlobals->frametime * 1000; Work good first 30 minutes and
after that the bots start
This is a multi-part message in MIME format.
--
I'm trying to code a sniper view mode which identifies all the players
currently visible in the active player's view, and displays information
about each of them floating above them.
I've had several ideas, including: just displaying the information
Hi all,
I know that this question is a bit outdated but I want to ask how is the
best way to get the msec value for the RunPlayerMove() call? I'm talking
about the old HL1 engine.
I tried with gpGlobals->frametime * 1000; Work good first 30 minutes and
after that the bots start to be stucked in t
7 matches
Mail list logo