Whats your after would be in in_camera.cpp You may only want a kill cam for a single item, such as a awp
A simple hack in my kind of logic would be to record the last 2 trace points on the ammo class, and then change them to a func_track, for a TE camera ent to run down. I have not done this, or knows if it would work, but you got a rough idea what source code you could pile through. -------- Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 8/12/10, Saul Rennison <saul.renni...@gmail.com> wrote: From: Saul Rennison <saul.renni...@gmail.com> Subject: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Received: Wednesday, 8 December, 2010, 7:52 PM Hi all, Longtime (many years) reader but very irregular poster, mainly because I'm not a mod developer but I'd like something big to put on my University statement for CompSci. Basically I've always had little niggles with Counter-Strike: Source and I've always had imrpovements/featured in my head that I've always wanted to implement too. One of these is a CoD-style killcam; now before I start I'm wondering if anyone has any experience in implementing a killcam like this in their own mod? And if yes, whether they could share their knowledge. At the moment my plan is to store all the frame states from the past 5 seconds, all in 75ms intervals. However, I'm unsure as of yet how I'd get around to playing these back, and from another player's perspective (maybe SetViewEntity? either way this is the more simpler issue as I could probably just simulate being a spectator). Any help is greatly appreciated and when I'm done I'll undoubtedly post a tutorial on VDC and also make my mod open-source from day 1. Thanks in advance, -- Thanks, - Saul. _______________________________________________ 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