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.




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