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
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
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
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
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
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