jeff broome wrote:
On Sat, 05 Feb 2005 16:03:06 +0000, Ben Curley <[EMAIL PROTECTED]> wrote:
Hi this my first post, and im a novice c++ coder, so please go easy :)
Im working with the MP source code and im changing the behaviour of the frag grenade, in basegrenade_shared.cpp I have added a new method called Frag_Detonate(), which is identical to the method Detonate, in all aspects except I iterate 50 times to call FX_FireBullet, with differing QAngles for points "uniformly distributed on a sphere", this works well for less than 30 points with the traces drawn and bullet impacts left behind, however any higher and points are drawn, using traces button in game tell me that 50 odd traces have been enumerated but I can only ever see around 30 marks (drawing traces doesnt help me establish if all traces were done as everything is to fast, though it appears that there are too few). Is there a limit on the number of traces per tick, or something else preventing the effect, have I made to many temp entitys so not all are been created.
Perhaps your decal limit is set too low and only shows the last 30 bullet decals?
Jeffrey "botman" Broome
Yeah after I sent this mail I realised that the traces are occuring and it does look like a decal limit, the reason I didnt feel the "frag damage" is because you cannot shoot yourself, How do i increase the deacal limit? also the decal limit is reached on the frag explosion, as I can then detonate another grenade and another 30 odd decals appear giving a total of 60+ bullet hole decals, so its not a issue with the total number rendered ingame but the drawing limit on detonation.
Thank
rhodan
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