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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.
>
>
>
> _______________________________________________
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>

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