I need a total control over the player >:D

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Klofkac
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RE: I need a total control over the player >:D

#21

Post by Klofkac » Sat Aug 16, 2014 9:30 pm

Or you can just spectate, that triggers the DISCONNECT scripts.
Last edited by Klofkac on Sat Aug 16, 2014 9:30 pm, edited 1 time in total.
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ZZYZX
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RE: I need a total control over the player >:D

#22

Post by ZZYZX » Sun Aug 17, 2014 12:50 am

Zeberpal wrote: Consolecommand("cl_disallowfullpitch True"); //////////////<---This doesn't work :(
I think it's better to use this if this exceeds the values possible in the software renderer (ConsoleCommand is worse than uncapped interpolation errors anyway). An ENTER CLIENTSIDE script that runs itself in a cycle each tic.

You might as well add a custom player class with custom sprite (custom sprite frame names, yet same Doomguy graphics) that'll break all the existing skins horribly (again, still better than using ConsoleCommand). Not sure of how the skins work though.

And well, sv_noidentifytarget is serverside anyway so you don't need to script it.
Last edited by ZZYZX on Sun Aug 17, 2014 12:55 am, edited 1 time in total.

Klofkac
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RE: I need a total control over the player >:D

#23

Post by Klofkac » Mon Aug 18, 2014 3:53 pm

Circunei Z wrote: I think it's better to use this if this exceeds the values possible in the software renderer (ConsoleCommand is worse than uncapped interpolation errors anyway). An ENTER CLIENTSIDE script that runs itself in a cycle each tic.
This works okay in singleplayer, but in online game it is extremely jittery. Still, better than nothing I suppose...
Circunei Z wrote: You might as well add a custom player class with custom sprite (custom sprite frame names, yet same Doomguy graphics) that'll break all the existing skins horribly (again, still better than using ConsoleCommand). Not sure of how the skins work though.
Or just add +NOSKIN flag to the player class.
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RE: I need a total control over the player >:D

#24

Post by ZZYZX » Mon Aug 18, 2014 6:31 pm

Klofkac wrote: This works okay in singleplayer, but in online game it is extremely jittery. Still, better than nothing I suppose...
Even in clientsided script? Then it should probably be serversided -_-
Last edited by ZZYZX on Mon Aug 18, 2014 6:32 pm, edited 1 time in total.

Klofkac
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RE: I need a total control over the player >:D

#25

Post by Klofkac » Mon Aug 18, 2014 6:58 pm

Circunei Z wrote: Even in clientsided script?
Clientsided script would cause desynchronization, I'm concerned.
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RE: I need a total control over the player >:D

#26

Post by Ijon Tichy » Mon Aug 18, 2014 9:02 pm

It wouldn't. Parkmore does client sided angle and pitch changes and it works just fine.

The problem is that it can only poll 35 times a second, in an engine where breaking 1000 FPS is entirely doable. It'll be jittery for that reason.
Last edited by Ijon Tichy on Mon Aug 18, 2014 9:04 pm, edited 1 time in total.

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