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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