[TF2] SDKHook_SetTransmit and Miniguns?
Okay, so I'm experimenting with different ways of hiding Friendly players from non-Friendly players. One thing that was suggested a while back was SetTransmit provided by SDKHooks.
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This seems to work pretty well. Even silences footsteps. (Voice commands and attacks are still audible, but I'll tackle that myself later.) However, it doesn't seem to work if the player in question has a minigun equipped? Why is this? Is there some other known issue that causes this? How can I fix this, short of actually removing the weapon from the Friendly Heavy? I have unloaded all other plugins to test this. The issue still occurs. Server info:
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Re: [TF2] SDKHook_SetTransmit and Miniguns?
Miniguns are set to always transmit. If you want them to do a check each frame and go through SetTransmit, you'll have to set the edict flags accordingly.
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Re: [TF2] SDKHook_SetTransmit and Miniguns?
Setttransmit fires every frame so you are doing tonshit of unneccessary stuff there.
I think you can just send ef nodraw to the entity effects and it won't be transmitted also https://developer.valvesoftware.com/wiki/Effects_enum You can undo it by removing it and marking edict as changed... Other things you can try is stuff like changing the modelsize to make it very small, and then setting it back to normal, which is also reversable. Otherwise you can do things like setting the world index to -1, or just removing the weaponslot. |
Re: [TF2] SDKHook_SetTransmit and Miniguns?
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Re: [TF2] SDKHook_SetTransmit and Miniguns?
On inventory application add in the bit for ef_nodraw to effects then. I think its like m_ieffects or something, then just remove the bit when you are done.
Then mark edict as changed, you only need to change/update the effects offset. |
Re: [TF2] SDKHook_SetTransmit and Miniguns?
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