Hello,guys.I have a question to you,how to make a blood squirting shoot out
of his head,like SMOD fountain.Where i must attach the blood spray
emitter,must i use the SetParent( C_BaseEntity *pParentEntity, int
iParentAttachment=0 ),me just tried to make it in fx_blood.cpp,but no
results.Can you
I tried something like this a while ago and had all sorts of problems.
After a while I got them spawning blood (I borrowed some of the live
player blood spurt code) but found getting blood decals to appear on
the ragdoll problematic.
In the end I gave up but I recall Garry saying something about
For your client side ragdoll you could use the ImpactTrace function to
spawn some blood. There are a number things keeping an actual decal
from appearing on the ragdoll. Take a look at the shared fire()
function and follow it in a debug where it does the bullet impact
effects and crap. I believe
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Hi All,
Ive been trying to get my hl2dm players to emit blood on the
ragdoll..after they are dead. But I cant seem to find what part of the code
controls blood emitting, is this a particle or decal? Also I wanted to try and
have the
Hi,
Maybe I missed something, but did the blood splash of when a bullet hit a
enemy dissapeared since HL2EP2 came out in older games and mods?
I also notice that the blood decal that appear after you hit a dead npc
doesnt appear anymore.
Thanks,
Davide (DAV)
Email: [EMAIL PROTECTED]
Azure
Just a query but I was wondering:
In Half Life 2 when a player is blown up and flys into a wall. Are they
meant to leave a blood mark be default?
Also when you shoot a dead bodie is it meant to leave the flesh decales
on it?
Just wondering; because if not I will need to implement these
On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote:
The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in
baseentity_shared.cpp, after if (!pCustomImpactName), place another if
to check if this entity is a player and do a blood impact if yes:
I'd make mega-sure that this isn't
Chances are that the client isn't showing blood because you're on the
same `team' and the client isn't realizing that there aren't any
teams.
Best thing to do is trace what it does on the client and see why it
isn't doing what you expect it to.
John was right - if it works with cl_predict 0
@list.valvesoftware.com
Subject: Re: [hlcoders] Blood not spawning for attacker?
Date: Mon, 26 Jun 2006 10:30:07 +0100
Chances are that the client isn't showing blood because you're on the
same `team' and the client isn't realizing that there aren't any
teams.
Best thing to do is trace what it does
, unless ofcourse I have cl_predict 0
From: Garry Newman [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Blood not spawning for attacker?
Date: Mon, 26 Jun 2006 10:30:07 +0100
Chances are that the client isn't showing blood
:)
I thought of that myself before I posted here and added it to the
combatcharacter network table but with no avail.
From: Garry Newman [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Blood not spawning for attacker?
Date
fairly standard melee weapon code, be sure that
the call to tr.m_pEnt-DispatchTraceAttack in Hit is called on both client
and server.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
Subject: [hlcoders] Blood not spawning for attacker?
Hi,
I
A one-off starter guess: try turning off client-side weapon prediction
(cl_predict 0) and check if that gives you different behavior.
-John Sheu
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This is a bug in HL2DM as well. The blood spatters on the wall don't appear
for your own blood.
At 2006/06/25 08:24 PM, you wrote:
Hi,
I was working on a new melee weapon for our mod Caliber when I ran
across this. I've been debugging left and right all night trying to
understand why the blood
On Sunday 25 June 2006 9:05 pm, [EMAIL PROTECTED] wrote:
This is a bug in HL2DM as well. The blood spatters on the wall don't
appear for your own blood.
On Sunday 25 June 2006 8:24 pm, Imperio59 wrote:
I ran tests with two computers to figure out if this was the bot code
causing this (as I
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Are you sure that you are calling the effect on the server? And not just the
client?
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The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in
baseentity_shared.cpp, after if (!pCustomImpactName), place another if
to check if this entity is a player and do a blood impact if yes:
if (!pCustomImpactName)
{
if (IsPlayer()) DispatchEffect(bloodimpact, data);
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