Re: [hlcoders] Attaching a flame entity to the muzzle of a weapon

2008-05-24 Thread me
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

[hlcoders] Weird viewmodel animation problem

2008-05-24 Thread Garrett
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

Re: [hlcoders] Attaching a flame entity to the muzzle of a weapon

2008-05-24 Thread Tony omega Sergi
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

Re: [hlcoders] Attaching a flame entity to the muzzle of a weapon

2008-05-24 Thread Nick
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

Re: [hlcoders] Attaching a flame entity to the muzzle of a weapon

2008-05-24 Thread Andrew Ritchie
What about looking at how muzzle flashes are handled, they occur globally and in both weapon space and world space. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Attaching a flame entity to the muzzle of a weapon

2008-05-24 Thread Daniel Soltyka
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

[hlcoders] Ladders causing EndTouch on a trigger to be fired

2008-05-24 Thread Richard Slaughter
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

Re: [hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-24 Thread Richard Slaughter
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!

Re: [hlcoders] Ladders causing EndTouch on a trigger to be fired

2008-05-24 Thread Saul Rennison
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

Re: [hlcoders] Ladders causing EndTouch on a trigger to be fired

2008-05-24 Thread Kevin Ottalini
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