:)
I thought of that myself before I posted here and added it to the
combatcharacter network table but with no avail.
From: "Garry Newman" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Blood not spawning for attacker?
Date: Mon, 26 Jun 2006 10:49:44 +0100
The NPC stuff is probably because the blood colour variable isn't
networked by default.
On 6/26/06, Maurino Berry <[EMAIL PROTECTED]> wrote:
I've got the same problem, but it's weird because I see blood when I shoot
other players, but if it's a zombie or some other living entitiy I don't
see
any, unless ofcourse I have cl_predict 0
>From: "Garry Newman" <[EMAIL PROTECTED]>
>Reply-To: hlcoders@list.valvesoftware.com
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] Blood not spawning for attacker?
>Date: Mon, 26 Jun 2006 10:30:07 +0100
>
>Chances are that the client isn't showing blood because you're on the
>same `team' and the client isn't realizing that there aren't any
>teams.
>
>Best thing to do is trace what it does on the client and see why it
>isn't doing what you expect it to.
>
>John was right - if it works with cl_predict 0 then you definitely
>have a prediction problem.
>
>On 6/26/06, John Sheu <[EMAIL PROTECTED]> wrote:
>>On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote:
>> > The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in
>> > baseentity_shared.cpp, after "if (!pCustomImpactName)", place
another
>>if
>> > to check if this entity is a player and do a blood impact if yes:
>>
>>I'd make mega-sure that this isn't another prediction mixup before I'd
do
>>that :-P
>>
>>-John Sheu
>>
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>
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