Not that I have any business responding to this thread, but I'm pretty
sure they're suggesting that it needs to be a view model for the local
player and a w model for other players.
If you just make it server-side, it would probably lag and float outside
the gun. I'm pretty sure that view models
Hi,
So I've just recently run into a really odd animation problem that happens with
only one weapon. It only happens with the pistol when shooting. Here is the
code for the primary fire: http://pastebin.com/m4c22478 but it is definitely
nothing out of the ordinary. The problem is it'll be
Take a look at the physgun and how it creates effects.
-Tony
On Sat, May 24, 2008 at 1:38 AM, Daniel Soltyka [EMAIL PROTECTED] wrote:
Since the entity is basically being attached server side (as it is can only
be created serverside as far as I see), how could I specify the attachment
to the
do physgun effect occur globally? if not is there any way to fix it?
On Sat, May 24, 2008 at 8:01 AM, Tony omega Sergi [EMAIL PROTECTED] wrote:
Take a look at the physgun and how it creates effects.
-Tony
On Sat, May 24, 2008 at 1:38 AM, Daniel Soltyka [EMAIL PROTECTED] wrote:
Since the
What about looking at how muzzle flashes are handled, they occur globally
and in both weapon space and world space.
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The way the physgun does effects is perfect for what I'm trying to
accomplish. I'd prefer to have the client differentiate the effect instead
of using an entity on the server as I would have better control over the
actual attachment. The problem is I haven't found a way to create a
particle
Hi again List,
I'm having a weird issue with a trigger entity which is derived from
CBaseTrigger, which I'm using the StartTouch and EndTouch methods from
to flag the player as in a certain state.
This generally works fine, however if a player mounts or dismounts a
ladder that is within the
Thanks for the responses guys, good to know it's not just us.
Generally telling people to upgrade their drivers has done the trick, so
that's good to know.
However, I guess not many people have come across the dissapearing props
bug? It's defiantely not related to the CMeshDX8 issue.
Thanks!
I'd take a look at the tutorial that hides a players weapon when on a
ladder, and re-shows it when they get off it. You could replace all
references to the weapon hiding to something like trigger-StartTouch();.
Richard Slaughter wrote:
Hi again List,
I'm having a weird issue with a trigger
I've run into this before as well (EP1 SDK). I was somewhat able to work
around it at in the map design but it was a hassle.
Ladders will also reset gravity if a player is carrying a custom value
invoked via trigger_gravity. This seems to affect all ladders, ent
(func_usableladder) and
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