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 and the spark effects I do in TraceAttack(by
default) and OnTakeDamage don't show up when you're the person attacking.
I ran tests wi
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 blo
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
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[ Picked text/plain from multipart/alternative ]
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);
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'
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 the
@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 because you're on the
same `team' and the client isn't realizing that there aren
living entitiy I don't see
any, 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, 2
:)
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 spawn
using 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 at
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