Awesome, thanks.

-Cale

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Saturday, December 20, 2003 1:10 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Bayonet Kill Sprite & Logging

I do it like this in household death to make the thrown fork use the
stabbing forks death message/icon (you can use the same idea to
accomplish yours ;))
    const char *forks = "fork";

    if (strstr(killer_weapon_name, "forks"))
        killer_weapon_name = forks; //omega; override

(weapon name is weapon_forks, but the actual thrown fork is "proj_fork",
so i wan't to make it so if you stab, it does the same as if you throw a
fork and kill.)

-omega
--
Blackened Interactive - http://www.blackened-interactive.com
FLF:Defiance - http://www.frontline2.com
Wavelength - http://www.thewavelength.net



Cale 'Mazor' Dunlap wrote:

>This is a multi-part message in MIME format.
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>Firearms has a bayonet attached to the AK47 as some of you might know.
>I'm trying to get the correct kill sprite to appear when killed via the
>bayonet. When you kill someone currently, it just uses the AK47 edict.
>is there a way to tell the PlayerKilled functions that the player was
>killed with a bayonet? I tried adding a new entity with the classname
>"weapon_bayonet" so the kill sprite appears, but it crashes. I know why
>it crashes, but I'm sure there's a better way to do it than creating a
>whole new entity. any ideas?
>
>Cale 'Mazor' Dunlap
>Programmer
>Firearms Half-Life
>http://www.firearmsmod.com/
>
>
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