Client/Server muzzleVector/Point mismatch.

Expanding and utilizing the engine via C++.
  • 1
  • 2
17 posts Page 2 of 2
Atomic Walrus
Posts: 6
Joined: Mon Feb 23, 2015 10:41 pm
by Atomic Walrus » Wed Mar 21, 2018 3:10 am
What happens when you fire from 3rd person?

My hypothesis is that the server doesn't actually use the 1st person model, and so bases its muzzle vector on the weapon's position in your 3rd person model animation.

If that's true then the vectors should line up when you fire in 3rd person. If they still don't then I'm wrong and it's.. something else, and I have no clue.
Bloodknight
Posts: 138
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Thu Mar 22, 2018 8:06 pm
Despite all the views... nobody else?
Sorry, my best just adds a list of questions to your own, which track does the projectile use, does it follow a different track on *your* local than it does on another player local.

My first guess would mesh somewhat with your hypothesis in that client and server is using different perspectives, my 2nd guess would be time lag difference between client and server, tho i do only have the single image as a reference so that could be a wild stab.
LoLJester
Posts: 66
Joined: Thu Aug 13, 2015 5:58 pm
 
by LoLJester » Fri Mar 23, 2018 2:31 am
Exactly the same problem in third person view as well.
Happenstance
Posts: 53
Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Sat Mar 24, 2018 11:50 pm
What happens if you call getMuzzlePoint/Vector instead of getRenderMuzzlePoint/Vector?

Also is animateOnServer set to true in the weapon datablock?
LoLJester
Posts: 66
Joined: Thu Aug 13, 2015 5:58 pm
 
by LoLJester » Tue Mar 27, 2018 5:22 am
Same problem with getMuzzlePoint/Vector; only difference is a smoother rendering with getRenderMuzzlePoint/Vector.

firstPerson, useEyeNode, and animateOnServer are all set to true.
NeonTiger
Posts: 2
Joined: Sun Aug 02, 2015 4:50 am
by NeonTiger » Tue Mar 27, 2018 5:53 am
I have had problems in the past with the look animation not begin in sync between two clients on the same server. I had to tweak the number of frames to fix the problem. Tho i'm not sure if its related to this, i thought id bring it up.
LoLJester
Posts: 66
Joined: Thu Aug 13, 2015 5:58 pm
 
by LoLJester » Tue Apr 03, 2018 10:58 pm
@
User avatar
NeonTiger
: Sounds plausible. I'll check it out. Thanks.
  • 1
  • 2
17 posts Page 2 of 2

Who is online

Users browsing this forum: No registered users and 2 guests