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| 10 Oct 2017 02:04 AM |
| so i made a gun tool and it works with filtering enabled, however the gun delays and feels slow when shooting. anything i can do to get rid of this delay? |
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| 10 Oct 2017 02:06 AM |
| sound and flash effect on clientside? |
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| 10 Oct 2017 02:08 AM |
| then you wouldnt be able to hear gun shots in the game besides yours |
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| 10 Oct 2017 02:10 AM |
Turn off RespectsFilteringEnabled in SoundScape, and replicate the flash manually. Always make the gun appear to function instantly local, and then replicate what you will after.
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| 10 Oct 2017 02:16 AM |
| did you mean to say soundservice? |
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| 10 Oct 2017 02:19 AM |
Yeah, something like that. They renamed it,
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| 10 Oct 2017 02:24 AM |
thanks for the help, didnt know we were able to play sounds with filtering enabled on. i still wonder how mad paintball 2 managed to make it so that their bullets dont lag even though they are server sided |
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| 10 Oct 2017 02:43 AM |
They likely rendered them on all of the clients locally and individually, and had an invisible version on the server. That's how Halo 1 does it. Halo 1 also has local hitmarkers - if you would have gotten a headshot locally, it will put blood splatters everywhere. But they didn't take damage because it didn't hit them on the server. That's a simple way of doing it. It's not overly complicated to do, and it keeps your game at healthy levels of latency. Nowadays though, there are more advanced ways to synchronise this crap that I am unfamiliar with.
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