Re: [hlcoders] DispatchEffect call only arriving when called from one function.

2009-02-22 Thread Tony Sergi
Just put CDisablePredictionFiltering disabler; Before your call to DispatchEffect -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jed Sent: February-22-09 6:46 PM To: Discussion of Half-Life Programming

Re: [hlcoders] DispatchEffect call only arriving when called from one function.

2009-02-22 Thread Paul Peloski
Those server-dispatched effects can be suppressed when it makes sense for them to be (ie. local player might have already predicted the effect). Check out SetSuppressHost. In fact this is probably why it works from Event_Killed: te->SetSuppressHost( NULL ); g_MultiDamage.GetTarget()->TakeDamage( g

[hlcoders] DispatchEffect call only arriving when called from one function.

2009-02-22 Thread Jed
This is a weird one... I've made a DispatchEffect handler which sends an effect from server to client just fine. Done an attached debug and I can see the function that calls it and can trace the client receiving it. Problem is, if I call the Dispatch handling function from my player class Event_K

Re: [hlcoders] laggy item animation

2009-02-22 Thread Ryan Sheffer
How do you mean laggy? As in choppy? Its possible the animation is ignoring the use of interpolation between frames. On Sun, Feb 22, 2009 at 11:33 AM, Yorg Kuijs wrote: > Hey list, > > I've had this problem for a while, tried a bunch of things to fix already. > All the pickup items in my mod wil

[hlcoders] laggy item animation

2009-02-22 Thread Yorg Kuijs
Hey list, I've had this problem for a while, tried a bunch of things to fix already. All the pickup items in my mod will have some sort of spinning animation, they don't have a movetype and just float above the ground, spinning around. The problem is the animation is quite laggy, I have a video