18.01.2014, 21:09
Agree. However, I didn't joined a 0.3z server yet. But i like the shooting sync already
Better slow and good than fast and bad ! o/
Better slow and good than fast and bad ! o/
Wow, I completely retract earlier of what I said about this working. It's still highly unsynced. EG: You're around a corner, all you have to do is get your crosshair to aim around the corner(NONE of your body is showing, the other person cannot even see you, nor the bullets) and fire at whoever and they will die without knowing anything. Another example is if you're taking cover behind something low. On your screen it will be an impossible angle for them to get a shot in, but on their screen since it is still unsynced they can shoot you and do damage even though on yours none of your body shows. I hope this gets fixed, its awful.
The feature sounds good on paper, but unless done properly it's better off just leaving it completely unsynced. |
Wow, I completely retract earlier of what I said about this working. It's still highly unsynced. EG: You're around a corner, all you have to do is get your crosshair to aim around the corner(NONE of your body is showing, the other person cannot even see you, nor the bullets) and fire at whoever and they will die without knowing anything. Another example is if you're taking cover behind something low. On your screen it will be an impossible angle for them to get a shot in, but on their screen since it is still unsynced they can shoot you and do damage even though on yours none of your body shows. I hope this gets fixed, its awful.
The feature sounds good on paper, but unless done properly it's better off just leaving it completely unsynced. |
You people are such bastards, simple hypocrites. They used to complain about the lag and I can get you goddamn tons of posts asking for the lag to be fixed. Now its fixed, you complain, too. Do you not see for hell's sake that Kalcor did it at least? He shouldn't have too. He could just drink a beer and watch TV. So give the guy credit, you chronic pessimists.
Thank you, Kalcor! |
You people are such bastards, simple hypocrites. They used to complain about the lag and I can get you goddamn tons of posts asking for the lag to be fixed. Now its fixed, you complain, too. Do you not see for hell's sake that Kalcor did it at least? He shouldn't have too. He could just drink a beer and watch TV. So give the guy credit, you chronic pessimists.
Thank you, Kalcor! |
It's called wall shooting Sean and it does work the same even when you had to lag shoot. Anyways yes there still is some sync problems the lag compensation does not always work even when you shoot the skin it will probably always be a problem I think.
Using OnPlayerGiveDamage() can compensate for some of these problems, given that the lag compensation will either shoot the player or shoot very close to the player it's a good solution. In 0.3x you would see the shots well away from your skin so a lot of people don't really like it however it's definitely the way to go now when doubled with lag compensation. In fact we had to turn it on when testing 0.3z on our A&D server its actually really nice. |
Didnt work with it for a while, so Im not sure if this is correct, but is OnPlayerTakeDamage still called when a CLIENT noticed that some other player hit him meaning that he got hit on his own screen)?
Thats at least how it should have worked before this update. It would be extremely easy to reenable lagshot with this then. Else, instead of a UseLagShot native, it might be an alternative to add an OnPlayerGotShot callback that acts just like this, so its not the attacking player/client, but the attacked player/client who triggers it. Would be a pretty simple way to satisfy the lagloving 15%. |
It's not that easy: to modify the sync system via script, you need to use SetPlayerTeam to set all players in the same team so they can't damage each other directly. And afaik, OnPlayerTakeDamage isn't called when you are hit by a teammate because you don't take actual damage from him.
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It's not that easy: to modify the sync system via script, you need to use SetPlayerTeam to set all players in the same team so they can't damage each other directly. And afaik, OnPlayerTakeDamage isn't called when you are hit by a teammate because you don't take actual damage from him.
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