DaEngineer wrote:Eraser wrote:Always use trigger_push and target_position.
What about target_location? Is there a difference?
target_location is a completely different entity from target_position. Target_location can be used to describe the location that you'll see behind player names in team games in the team overview on the HUD. The HUD will display the name of the nearest target_location entity I think. I also don't think target_location actually should be targetted by anything? Would probably have been better if they called it info_location.
[edit: looked it up in the code. target_location indeed cannot be targeted by an entity, which means the target_ prefix is an odd choice.]
DaEngineer wrote:This is client side predicted. Using triggers with target_push and notnull entities is not client side predicted.
I still don't get what that actually means and what problem it causes. A short explanation for me or a link?
To reduce the effects of network lag your computer tries to predict some data it would otherwise receive from the server. I'll try to explain this to the best of my knowledge, so I might not explain the details entirely correctly, but the general idea should be clear.
When you hit a non predicted jumppad, it is the server that determines you've hit it and sends a message to the client to play the jumppad sound and everything. The server updates the client's movements based on the jumppad and sends that data to the client so your view can be updated.
In a client side predicted situation, the client itself determines that it has hit a jumppad and thus knows how to influence the movements of the player. Your client will determine where your character will be after hitting the jumppad and fix any inconsistencies with data it receives from the server later on. This means that you'll have a smooth movement experience because your client doesn't have to wait for server updates to update the position of the player.