just check out the eFx api in the client. it SHOULD be self explanatory (its
just like the te_'s except its called directly)

-omega
Blackened Interactive
http://www.nofadz.com/blackened
IRC: irc.gamesnet.net channel: #blackened-interactive
Assistant Coder, Underhive (http://www.underhive.com)

----- Original Message -----
From: "Cruise" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 01, 2002 4:54 PM
Subject: Re[4]: [hlcoders] Server to Client effects


> > "Where on the client side are the SVC_TEMPENTITY type message picked up
and
> > handled?"
>
> > They are in the engine.  You don't have access to the temporary entity
> > effects code.
>
> Yeah, that's what I thought.
>
> > You can look through the Quake I source code (ftp.idsoftware.com) to see
how
> > the original Quake I TE_ effects were done.
>
> Worth a try, but Quake didn't have the effects I want to do, so likely
> won't help much.
>
> > You send the TE_ network messages from the server to the client using
> > MESSAGE_BEGIN(), WRITE_BYTE(), WRITE_LONG(), MESSAGE_END(), etc.  There
are
> > examples in the SDK source code of sending temporary entity effects to
the
> > client.  Just do a case sensitive search for "TE_" to find them.
>
> I'm well aware of the server side messages. I'd just like to do
> all the effects client side with one message, rather than sending three
> or four for each part. Anybody at Valve care to explain how they did
> the beam cylinder effect? :D
>
> Or anyone else have any suggestions other than doing it manually with
> the TriApi (which it's looking like I will have to do)?
>
> -----------
> Cruise
> www.casual-tempest.net
> www.wytedragon.com
> opera.redeemedsoft.com
>
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