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Function for Walking
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Chrono:

--- Quote from: Slicksilver on January 30, 2012, 12:00:41 PM ---Walking is an engine handled feature. TQS is too far too slow to handle it as smoothly as it is handled. There is no serversided callback or function for it because walking operates on the client-side with serverside checking to prevent cheating, aside from that the server only relays the position changes and such, and as I said this is all handled through engine code. It makes sense if you think about it.

--- End quote ---
Yeah but triggers do this too, except they at least have a callback.
Slicksilver:

--- Quote from: Chrono on January 30, 2012, 01:37:43 PM ---Yeah but triggers do this too, except they at least have a callback.

--- End quote ---
Triggers have a torque handled tick, too. If the engine were to call that callback every time someone moved the torque code wouldn't be able to run fast enough and it would cause a huge pileup.
Chrono:
True.
Jasa1:

--- Quote from: Slicksilver on January 30, 2012, 12:00:41 PM ---Walking is an engine handled feature. TQS is too far too slow to handle it as smoothly as it is handled. There is no serversided callback or function for it because walking operates on the client-side with serverside checking to prevent cheating, aside from that the server only relays the position changes and such, and as I said this is all handled through engine code. It makes sense if you think about it.

--- End quote ---
At one point I was looking for a servercmd for movement. I couldn't see how it would work without it.
If you think about it clientcmdtimescale is completely client sided and can be used to slow your player from a knock back or gravity.
Slicksilver:

--- Quote from: Jasa1 on February 01, 2012, 09:21:03 PM ---At one point I was looking for a servercmd for movement. I couldn't see how it would work without it.
If you think about it clientcmdtimescale is completely client sided and can be used to slow your player from a knock back or gravity.

--- End quote ---
clientCmdTimescale actually proves my note about server checking. Try increasing your speed above 1.0, the server will knock you back to where you're supposed to be constantly.
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