-- [ Picked text/plain from multipart/alternative ] that's fine for muzzleflashes. but it's not muzzleflashes exactly that he's referring to.
for example, something i haven't had time to fix in la, that i noticed in the last game that i played, third person tracers come out of the players face, instead of going down to the attachment point, because i had the code referencing a specific attachment, and when i stopped using css w_ models, i forgot to put the proper muzzle attachment in. On 7/26/07, Minh <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Both the view models and world models typically create muzzle flashes by > invoking an event. > > Take a look at the following line from a world model .qc file > > $sequence attack1 "w_ak47_fire" snap fps 52 activity ACT_RANGE_ATTACK1 1 { > event 5001 0 "RIFLE MUZZLE" } > > Event 5001 will spawn a muzzle flash sprite at attachment 0 of the model. > > The view model .qc line looks exactly the same as the world model except > w_ak47_fire is v_ak47_fire. > > Just tell your modeller to make sure attachment 0 (ie. the first > attachment > that he defines in the .qc) is positioned properly on his model. > > The code for firing off events is found in "c_baseanimating.cpp" > void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& > angles, > int event, const char *options ) > > ----- Original Message ----- > From: "Keeper" <[EMAIL PROTECTED]> > To: <hlcoders@list.valvesoftware.com> > Sent: Wednesday, July 25, 2007 5:54 PM > Subject: RE: [hlcoders] Muzzle Origin in Third Person vs ViewModel > > > > Well, I know they are different, but how do I tell the modelers to check > > the > > muzzle attachment on both? > > > > I have no idea what to tell them to check except that the muzzle bone is > > at > > the same position in either model. Is that right? > > > > Thanks, > > Keeper > > > > -----Original Message----- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Michael > Kramer > > Sent: Wednesday, July 25, 2007 8:06 PM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel > > > > -- > > [ Picked text/plain from multipart/alternative ] > > The 3rd person model uses a different skeleton then the viewmodel. > > > > You have to update those animations and the muzzle position there as > well. > > > > > > > > _______________________________________________ > > 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 > > -- -omega -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders