-- [ Picked text/plain from multipart/alternative ] Thanks for all the advice so far guys, it's quite helpful! Keep it coming! :D
Quick question about the RPG though - I thought the RPG implementation was a painted dot ala the sniper rifle in TF2, not a full on beam everyone could see? -Richard On 10/17/07, Chris Janes <[EMAIL PROTECTED]> wrote: > > Take a look at the RPG - the beam on that is visible to other players and > uses attachment points on the weapon to provide an accurate position, it's > also really easy to make purely client side (I haven't looked at the code > since I pulled it out and made a separate class out of it) - in fact, it > may > be just that already. > > All you'd need to do would be to extend the little beam it currently > projects out into the world to the end of your traceline. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Richard Hough > Sent: 17 October 2007 23:07 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Advice: Laser Beam Sight in Multiplayer > > -- > [ Picked text/plain from multipart/alternative ] > All, > > I'm looking for some advice on how to best structure my code and was > hoping > that someone could provide some feedback. > > <snipped> > > > Any advice that any of you can give would be helpful. While we could just > sludge through the code ourselves and hack something in, learning how to > write efficient code in this SDK is of high value to us and for that we > thought your insight might be helpful. :) > > -Richard "Brackhar" Hough > -- > > _______________________________________________ > 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders