I have been making a custom mod its where players are on a platform that allows them to stay on it, like a pseudo seat, problem is to do this I only know :
[LUA] ply:SetPos(MHCData[ind][2][i]:GetPos())[/LUA]
MHCData[ind][2][i], being the platform
I cant weld or parent the player as last time I remember, they don't work or they error out. using this the players do thick, but the player model jitters, or looks like it lags behind a bit. THe player model 'tears" as it jitters, so I can tell its not lagging behind but just rendering wonky. If I am in first person, the player is attached correctly, but the platform looks jittery(and only the platform). I did a test with a camera welded to the platform, and its as smooth as butter, no jitter. Is there a way I can "attach" the player to the platform that makes it feel as smooth as the camera welded to the platform?
TL;DR Player model jitters when position set every think, in third person(from a cameras perspec) player jitters, from first person, what players position is being set to jitters. Yet everything works fine, and the player isnt actually lagging at all, as shooting and hit detection works perfect on the player.
Thank you for taking time to read this.
I assume there is no way to fix this as I have not seen any solution for this. I wonder if there is a fix for this based on all clients and such
please don't bump your post every few hours
you can use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ENTITY/PhysicsSimulate]ENT:PhysicsSimulate[/url] and find the entities on top of it and move them based on that, but that would require another entity on client that would allow it to be predicted properly. but i don't know if this will even work. you have to have seperate entities from client/server because if you init on both states it will be weird.
I fear that that may not work, as it shouldn't be based on physics but rather the player is attached to the car, sort of like being welded. Also the platform moves rather quickly and I assume that the player would need physics to be in its normal group(when on the platform I have it disabled so the player doesnt die by prop death)
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