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That might not work so well if you want some gravity (will be a pain to get
the correct end position).
I decided to just create some non-networked member vectors in the server
side class for the entity and use them to store the velocity and posit
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Ah ok yeah, I can appreciate that. I was thinking of doing a similar thing
sometime for bullettime bullets (the client bullet would go slowly along a
path at a fixed speed until the server says it's ended).
To do that I was going to just make the
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I am moving it on the server.
I mean to have the same entity (derived from CBaseAnimating) simulated
independently on client and server. It seems like it should work if I can
just get the entity creation sent then stop doing updates. The reason
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You need to send it at least once (for each client) for it to be
created/acknowledged clientside. Why would you want to do this?
It shouldn't be using any bandwidth if you're not moving it on the server or
changing any of its network vars.. in wh
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I'm trying to create an entity that has a visual representation on the
client separate from it's server counterpart, with the only networking
occurring when the entity is created on the server side (like a temp ent) to
keep bandwidth use down. So
The quick and easy way to resolve this is to change the SteamAppId from 215
to 320 in your mods GameInfo.txt - while it will enforce the requirement of
having HL2DM, I can't think of many ways of owning an HL2 game that doesn't
include DM, it's also a bit easier than shipping a bunch of redundant
t
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Since I have merged the recent EP1 update with the mod I work on, all our
mappers physics props have stopped colliding with players. I was wondering
if something went wrong during the merge or this was disabled in the latest
source? They still col
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