We had a similar issue but with projectile weapons, the DispatchTraceAttack call in FireBullet was only being made on the server - we only figured it out by looking at how our melee and projectile weapons differed (the melee showed blood sprays correctly to everyone).
Assuming that you're using fairly standard melee weapon code, be sure that the call to tr.m_pEnt->DispatchTraceAttack in "Hit" is called on both client and server. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Subject: [hlcoders] Blood not spawning for attacker? Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders