Improved my prediction.
I said kill yourself so I wouldn't offend you, second it does make sense, but just because you don't understand doesn't mean it doesn't make sense at all.
Getting the velocity (in this example) is not what GetVelocity() returns. it is the difference of the player's position over the time createmove has last been called.
Getting the velocity (in this example) is not what GetVelocity() returns. it is the difference of the player's position over the time createmove has last been called.
Thanks for sharing! 

Meeps solution makes sense, instead of having a hardcoded value like 0.0067 for prediction she base's it off how long it actually takes between CreateMove to be called. Although it was confusing how she explained it.
When i was actually running tests (this was with Think, not CreateMove) the most occurring value was 0.013 however it did range slightly, i think the highest value i saw was 0.017 and the second most common was 0.014; I used 0.013 because it was the most occurring value. It would also make sense that someone with a lower end computer would use a slightly higher number and someone with a higher end computer would use a slightly lower number.
I didn't actually test if Meep's idea is effective but i understand why she would do that and if she uses it then i assume it works.
When i was actually running tests (this was with Think, not CreateMove) the most occurring value was 0.013 however it did range slightly, i think the highest value i saw was 0.017 and the second most common was 0.014; I used 0.013 because it was the most occurring value. It would also make sense that someone with a lower end computer would use a slightly higher number and someone with a higher end computer would use a slightly lower number.
I didn't actually test if Meep's idea is effective but i understand why she would do that and if she uses it then i assume it works.
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