--
[ Picked text/plain from multipart/alternative ]
Those small beams use the alignment of the attachment to draw, though. So if
you traced them out straight from the attachment they'd be pretty far off
the mark. If you use the vector from the attachment's world position to the
actual trace endpoint, you'll get a line that comes out crooked. That's what
I was trying to say. So you have to hide it by using FBEAM_SHADEIN (so you
don't see it going into the gun crooked) or fix the player's animation
state.

And yeah, like these guys are saying, you can look at the RPG for a starting
point. But semantically the RPG is set up a little different from what you
are trying and there's a pretty good reason that none of Valve's MP weapons
have a beam from gun-attachment to end point, which you'll have to solve if
that's what you really want.

Regards,

Paul

On 10/17/07, Chris Janes <[EMAIL PROTECTED]> wrote:
>
> It has a small beam that pokes out from the weapon - it's also visible on
> the world model (as seen on the following:
> http://www.chrisjanes.com/wp-content/uploads/2006/01/fn2000.jpg). I'd have
> thought all you'd need would be some tweaking of that (extending the
> range,
> stopping the fade out etc) and you'd be pretty much good to go.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Richard Hough
> Sent: 18 October 2007 03:47
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Advice: Laser Beam Sight in Multiplayer
>
> --
> [ 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
>
>
>
>
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>
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