After extensive MP testing (takes a while to co-ordinate it, sue me
), it seems JK doesn't care how often you do whatever to the local player, it's going to update it at it's own pace. (no real lag from what the naked eye could tell) I'm pretty sure it also helps to use the cogflags 0x240 where ever feasable, like when setting the players lookvector over and over. (this is in a JK-esque setup, not crappy trigger cogs and static.jkl) Seems the more you make a mod like JK, the more it works better.
I only really have one major issue on the table, and it's quite disturbing. What in the world could cause a projectile to not get fired on other computers occasionally? It fires/gets created 95% of the time perfectly, no hitches. Then randomly, out of the blue, theres that one time where it didn't get created on the other computer(s). Again, same person, same <200ms ping. It's very odd, and doesn't occur enough to make me wanna pull my hair out, but it occurs enough to make me wonder wtf could cause it to happen so infrequently? It's just so random.
And this is a FireProjectile() we're talkin about here. Yea the projectile is of type actor, but thats the only difference between it and a conc bullet.
Can anyone code in binary?
(also, on a side note: if you ParseArg() surface drag and the like, you'll have to use SendTrigger to prevent warping. After getting things straightened out, in the same <200ms game, my opponent was zipping around at a constant 7.5 jku/s a second, with
very minimal warping. This kinda makes me wonder if SetActorExtraSpeed() is synced over MP....)
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-Hell Raiser
Remember kiddies, trial and error.
Without struggles there is no progress
DBZ: The Destruction is Real
[This message has been edited by Hell Raiser (edited February 17, 2003).]