-- [ 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