|
1 registered members (AndrewAMD),
831
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
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
Serious User
|
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
What shall we do with your code? We already told you how you can do this: 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.
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
|
|
|
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
Serious User
|
Serious User
Joined: Dec 2008
Posts: 1,218
Germany
|
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
|
|
|
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
Senior Expert
|
Senior Expert
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.
3333333333
|
|
|
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
Expert
|
Expert
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...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
|
|
|
|
|
|