Forcing a player with a different groupinfo to render (AddToFullPack)
Hello
I'm trying to render a player from another groupinfo using AddToFullPack. I'm returning 1 on this forward to force a propagation to the client but it doesn't seem to be working. What I am doing wrong? How can I achieve this? Code:
Thanks in advance. EDIT: Forgot my return value, recompiled the plugin but it still doesn't work. |
Re: Forcing a player with a different groupinfo to render (AddToFullPack)
The state probably doesn't get filled. The game code will take THIS path and not continue further down, which is most likely the issue.
You could try removing groupinfo from the player in question in the pre-hook, then set it back in the post-hook. |
Re: Forcing a player with a different groupinfo to render (AddToFullPack)
Return values are ignored in post forwards as far I know.
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Re: Forcing a player with a different groupinfo to render (AddToFullPack)
Quote:
I can't change the groupinfo on the go since this is being used as a semiclip method from AngelScript (Sven Co-op), and I'm managing the AddToFullPack method from AMXX. (AddToFullPack is not supported by AS) I'm not using metamod's semiclip because the latest update changed the SV_ClipToLinks method in the engine, so the metamod plugin no longer works. Quote:
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Re: Forcing a player with a different groupinfo to render (AddToFullPack)
You will change it only for a single call (AddToFullPack), it won't affect any other code. Collision is not processed in AddToFullPack so it won't matter for collision. At least give it a try and see the results for yourself, it may work.
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Re: Forcing a player with a different groupinfo to render (AddToFullPack)
Quote:
Final Code Code:
I guess it's enough for now as a workaround, I don't know if that's fixable. Thank you. |
Re: Forcing a player with a different groupinfo to render (AddToFullPack)
g_iGroupInfoBuffer doesn't have to be an array (that is probably 33 long?), it can be a single cell because no other player will get processed between pre and post hook. I don't really know how to explain it but I hope you get it.
groupinfo is completely server-side it seems (doesn't get transmitted with the entity state). The issue is probably that you enable semiclip right when players touch, so the client will predict the touch and get corrected after player's ping delay, resulting in that "jitter". Enable it at a distance, say 128 units between players' origins. |
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