AFAIK networked vectors send the entire vector every time any element in
them change.
if nothing in the vector changes, the vector doesn't update.
I may be wrong, but that's the way I've understood it to be.
If you want a really good place to look to understand how the network delta
stuff works (
That's exactly what I was looking for. Thanks.
http://wiki.sourceruns.org/wiki/Host_timescale
On 18 February 2014 15:27, wrote:
> The cvar host_timescale would be something to look at.
>
> - ScarT
>
> *From:* Phlox Icon
> *Sent:* Tuesday, February 18, 2014 4:25 PM
> *To:* hlcoders
>
> I wa
The cvar host_timescale would be something to look at.
- ScarT
From: Phlox Icon
Sent: Tuesday, February 18, 2014 4:25 PM
To: hlcoders
I want to run a scenario hundreds of times to record the outcome. I'm running a
very powerful computer but the game only plays out at a spe
I want to run a scenario hundreds of times to record the outcome. I'm
running a very powerful computer but the game only plays out at a speed
suitable to human viewing. I just want the scenario played out quickly. How
can I increase the speed of play like fast forwording time in The Sims?
Thanks
_
I'm going to assume your inventory is part of a third object, a
CInventoryChest or something, because that's the way your question makes
the most sense. You may be able to follow the code, because files like
dt_send.cpp have a lot of information that could help you. You'll probably
just have to do
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