Author: {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net>     Reply to Message
Date: 9/23/2003 5:42:33 PM
Subject: RE: =[

that was already fixed in 5.0, and in wffusion. it does a check for the origin of the stand and head, and moves the stand if it's not the same.

the wfa sentry will act like the q2wf sentry if it was a 'dropped' type of thing. the sentry is 2 ents, a stand and a head, tho the stand isnt a player solid.

what i've been trying to do is make it 'lerp', basically it sends changes of coordinates and a state, and the client does all the animating and not the server. its not much for the server to deal with, but its just extra data noone needs to see or have sent to them every frame.

same with the turret greandes. like if you dropped a connection, the sentry would still be there sweeping back and forth, the turrets would still spin forever. problem was making them go boom if you lagged during that boom part.

i got the idea after looking at func_rotate entities and how they are handled.

  


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