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Re: ent_bonerotate in multiplayer [Re: molotov] #328079
06/10/10 13:34
06/10/10 13:34
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
What shall we do with your code? We already told you how you can do this:

Quote:
Use a skill to store the new angle of the bone and then send the skill to all clients. On the clients you can now change the bone.


After reading the multiplayer workshop you should be able to do this.


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Re: ent_bonerotate in multiplayer [Re: Dark_samurai] #328094
06/10/10 14:36
06/10/10 14:36
Joined: Apr 2006
Posts: 329
M
molotov Offline OP
Senior Member
molotov  Offline OP
Senior Member
M

Joined: Apr 2006
Posts: 329
Hey Dark_samurai, I've tryed it but still it doesn't work. The angles of the bone are send to all clients and server. I've a rotorblade attach to my player, this one rotates according to the bone angle. In every client and the server it rotates nicely. But the problem is that the player model has vertices attached to the bone and they do not rotate with the bone.

Re: ent_bonerotate in multiplayer [Re: molotov] #328102
06/10/10 15:07
06/10/10 15:07
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
So, its a mesh problem?


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Re: ent_bonerotate in multiplayer [Re: Rackscha] #328135
06/10/10 17:22
06/10/10 17:22
Joined: Apr 2006
Posts: 329
M
molotov Offline OP
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molotov  Offline OP
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Joined: Apr 2006
Posts: 329
I don't know, because on every client that connects the angles are nice on that client and on the server. But when a new client connects the angles of the previous client aren't displayed.

Re: ent_bonerotate in multiplayer [Re: molotov] #328156
06/10/10 19:08
06/10/10 19:08
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
once again, YOU have to MANUALLY send the angles to newly connected client AND use ent_bonerotate client-side.


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Re: ent_bonerotate in multiplayer [Re: Quad] #328183
06/10/10 20:50
06/10/10 20:50
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
in other words, you need to manually sycronise the new clients bones to the same state
that everyone else is currently at, before you can start recieving "new" updated positions...


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Re: ent_bonerotate in multiplayer [Re: EvilSOB] #328204
06/10/10 22:23
06/10/10 22:23
Joined: Apr 2006
Posts: 329
M
molotov Offline OP
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molotov  Offline OP
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Joined: Apr 2006
Posts: 329
Thanks everybody sofar for the answers. Sofar no solution yet. To Quadraxas and EvilSOB, the bone rotates in every client and server, that's not the problem. What happens is that the angle of the bone rotates but the attached vertices do not follow. This only happens on every client that connects after this client. While on the client that created the model it turns good but on the sametime it doesn't turn on every other client that connects after. It does turn however on every client that was connected before this particular client.

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