Just thinking out loud w/o looking at code...

I bet there's some way to modify the env_smokestack code a bit to make them
persistent and update on say, range to the viewer instead of just having a
direct line of sight.

Maybe clone the smokestack code to create a new entity, and give it a new
"checkbox" type attribute that says update even when not in view?

I wonder if the code for the fire does the same thing?  I'm trying to remember
if I have seen fires sort of "spring up" every time I look at them or not.

Tim

Quoting "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>:

> 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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