This may be because the entity event you are sending is embedded in a wall or floor.
I imagine because the event it happening inside a floor/wall its not being sent to
the client because its not within there PVS. Try checking to see if the point where
you
are spawning the effect is embedded -
://www.nofadz.com/blackened
- Original Message -
From: "_Phantom_" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, November 15, 2001 11:45 AM
Subject: Re: [hlcoders] [hlcoders]Temp entity problem
> ah, yush, that did it... adding Vector (0,0,32) to the Origin sorted it
ECTED]>
> Sent: Thursday, November 15, 2001 11:02 AM
> Subject: Re: [hlcoders] [hlcoders]Temp entity problem
>
>
> > The sprite is being pre-cache'd as it's being per-cache'd in the
> > Precache(void) function in my CEMPGrenade class (along with the m
ntom_" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, November 15, 2001 11:02 AM
Subject: Re: [hlcoders] [hlcoders]Temp entity problem
> The sprite is being pre-cache'd as it's being per-cache'd in the
> Precache(void) function in my CEMPGrenade class
iginal Message -
> From: "_Phantom_" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, November 14, 2001 10:47 PM
> Subject: [hlcoders] [hlcoders]Temp entity problem
>
>
> > lo ppl
> >
> > Here the basic problem, we
teTexture );
to this:
WRITE_SHORT( g_sModelIndexFireball );
As a temporary measure to make sure the sprite is getting called properly.
Mike.
- Original Message -
From: "_Phantom_" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, November 14, 2001 10:47 PM
lo ppl
Here the basic problem, we have an EMP Gren in our mod and when it goes off
we dont want the normal bang and flash, instead we want the same effect the
houndeye does when it fires it's sonic attack (the nice circles).
Now, in theory this is easy, the Emp Gren is a contact gren, however in
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