I am having a strange problem with player models. The problem is that if the idle
sequence selected for the gait sequence is in position 0 then the model is always
bent forward, facing toward the ground at about 45%. Idle animations in other
positions do not have this problem. Also if I switch the
Voice comm - as in, I-Hold-Down-Shift-And-Talk-Into-the-Mic .
-geoff c
At 03:34 PM 6/3/02 +1200, you wrote:
>Is it voice comm or radio commands because CS has something similar but
>only with the radio commands.
>
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>
>-Ori
Is it voice comm or radio commands because CS has something similar but
only with the radio commands.
[Signature removed by administrator: Signature can not exceed 20GB]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of geoff c
Sent: Monday, June 03, 2002
The call to IEngineStudio.StudioSetupSkin( pweaponmodel, 1 ) won't do what
you want. This function just readies the texture to be used by the graphics
card, which will get overridden inside of IEngineStudio.StudioDrawPoints().
The "hidden magic undocumented info" is to set
m_pCurrentEntity->curs
Hi.
If I recall correctly, Day of Defeat handles voice communication as a
radial thing - if you are within a certain radius, you can hear a talking
player, if you're outside, you can't. Also, people farther away from the
speaker you get, the quieter the sound becomes. Correct?
I wouldn't know,
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