No No No here is the fix for the Physcannon physics issues!
http://forums.steampowered.com/forums/showpost.php?p=10788350&postcount=47
On Sun, Aug 30, 2009 at 9:41 PM, Ryan Sheffer wrote:
> So I did a bit of looking through the code and I found out it screws up in
> TransformAnglesToPlayerS
I got a rocket launcher based on the RPG class, if you spawn the rocket model
within the p model it will explode in the p model - the best way to get around
it is to mask the effect with a sprite, or something like spawing it behind the
player - i found NO way to get a model based projectile to
It can't be exploited, it's just a rendering artefact on the client.
I've been poking TF2 a little more and have spotted some oddities:
* Rockets don't get a model, on the client, until a set period of time
has passed. Before this only the glow effect is visible. I think the
idea is to mask the
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