--
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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
> --
>
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