Quote:
Originally Posted by GoD-Tony
That's because the radar is done half server-side, half client-side. A few conditions apply:
- If a player comes within transmitting distance of the client, then the client will manage the radar point for that player and ignore what the server tells it.
- The client will only show a point on the radar for a player that is InGame (and alive?).
- The client will only show one point per client index, and never one for itself.
- Sending a second radar point for the same client index will overwrite the previous one.
In theory you could create your own points by spawning a FakeClient far away and sending your own radar data. You would also have to set CCSPlayerResource::m_bPlayerSpotted to true for that index.
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That's an interesting idea. I'll mess around with that. You'd need to manage the round end conditions either, since those bots would never die. And you would need to skip them as spectator and hide them from the scoreboard, so you don't see random bots floating around midair. Sounds all possible
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