Thanks a million.... excellent explanation.
Cheers,
Mike. ----- Original Message ----- From: "Matt Boone" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Wednesday, May 04, 2005 9:07 PM Subject: RE: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect
It comes from an animation event. Char *options is the options parameter to the event, and usually holds information about the muzzleflash, eg what style to draw or a scale value.
Eg your fire animation might include this event:
$sequence fire "Fire01" snap fps 30 activity ACT_VM_PRIMARYATTACK 1 { event AE_MUZZLEFLASH 0 "357 muzzle" }
In this case, "357" refers to the type of muzzleflash to draw, and "muzzle" is a reference to the attachment point name where you want the effect to be created.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Blowers Sent: Wednesday, May 04, 2005 5:55 AM To: [email protected] Subject: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect
Can anyone tell me where const char *options comes from ?
It is used to set the weaponType to the required muzzleflash, trouble is I've been getting assert errors, I stuck in a DevMsg and the token is not what I expected it to be... To sort this out I really need to know exactly where the token comes from.
I almost believe it's from the viewmodel specified in the weapon_xxxx.txt file ?
Please help
Cheers,
Mike.
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