There's a comment in the code somewhere about how for performance, particles aren't updated when they're not in view of the player.
Look at the sparks for example, fire off the crossbow and as soon as it hits, turn away really quickly, pause for a couple seconds, then turn back around and you'll see the sparks finish their animation and dissipate. -----Original Message----- From: Meow Mew [mailto:[EMAIL PROTECTED] Sent: November 10, 2005 11:59 AM To: [email protected] Subject: Re: [hlcoders] Particle Attachment Updating That's an interesting point about how the think functions work. The part that makes this bazaar is that I didn't even make this particle system or edit it in any way. The example I'm using is Valve's env_smokestack entity, so I truly hope the people at Valve aren't making their particles serverside. There is a client-side entity as it is however, so even though I'm in the process of double checking this, I'm doubting this is the problem. Thanks for the input, hopefully I can still find out why this is happening. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

