[hlcoders] Blood Squirting

2012-07-11 Thread Николай Аулов
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

Re: [hlcoders] blood/decals/ragdolls

2007-11-26 Thread Jed
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

Re: [hlcoders] blood/decals/ragdolls

2007-11-26 Thread Ryan Sheffer
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

[hlcoders] blood/decals/ragdolls

2007-11-25 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] Blood?

2007-10-16 Thread DAV
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

[hlcoders] Blood Effects (Query)

2007-03-21 Thread Mukkan Yhtio
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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread John Sheu
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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman
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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry
@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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman
, 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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry
:) 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

RE: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Chris Janes
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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread John Sheu
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread bloodykenny
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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread John Sheu
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

Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Are you sure that you are calling the effect on the server? And not just the client? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread Justin Krenz
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);