Talk:Weapon script: Difference between revisions
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(→Server/client weapon attributes sync: new section) |
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In, m_flCycleTime = pKeyValuesData->GetFloat( "CycleTime", 0.15 ); what's that cycletime? Is .15 15% of 1 second or what? [[User:Banaticus|Banaticus -- BAH]] 08:36, 17 June 2010 (UTC) | In, m_flCycleTime = pKeyValuesData->GetFloat( "CycleTime", 0.15 ); what's that cycletime? Is .15 15% of 1 second or what? [[User:Banaticus|Banaticus -- BAH]] 08:36, 17 June 2010 (UTC) | ||
:Seconds seem sensible doesn't it? 0.15 = 150ms --[[user:TomEdwards|TomEdwards]] 19:14, 17 June 2010 (UTC) | :Seconds seem sensible doesn't it? 0.15 = 150ms --[[user:TomEdwards|TomEdwards]] 19:14, 17 June 2010 (UTC) | ||
== Server/client weapon attributes sync == | |||
How can I control which attributes will be synchronized between server and client, and which ones won't? | |||
In my tests, changes to MyModWeaponData were being replicated to clients, but if I changed something from FileWeaponInfo_t, let's say iSlot, it doesn't get replicated to clients. |
Revision as of 20:52, 10 September 2010
Cycle Time
In, m_flCycleTime = pKeyValuesData->GetFloat( "CycleTime", 0.15 ); what's that cycletime? Is .15 15% of 1 second or what? Banaticus -- BAH 08:36, 17 June 2010 (UTC)
- Seconds seem sensible doesn't it? 0.15 = 150ms --TomEdwards 19:14, 17 June 2010 (UTC)
Server/client weapon attributes sync
How can I control which attributes will be synchronized between server and client, and which ones won't?
In my tests, changes to MyModWeaponData were being replicated to clients, but if I changed something from FileWeaponInfo_t, let's say iSlot, it doesn't get replicated to clients.