The problem seems to be slightly misunderstood.  My problem is not related
to particles themselves not updating when I'm not in a line of sight.  It's
the Emmitter that won't update it's position.  Particles are still spewing
out of the emmitter just fine, with all the values I expect.  The emmitter
itself should be moving however.  It is derived from BaseEntity in a
roundabout way, and should use it's moveparent and parent attachments to
change it's position.  I'm not great at text art, but I'll give it a go to
explain.

Here are the particles emmitting from a hand attachment.  I parent the
particles to the hand
and set the parent attachment so that the emmitter immediately goes to that
location.  This is what I want from the begginning.
'    '
'   '
'  '
'____
| | | |
| | | |-
| | | | |

Now I animate the hand.  It moves right.  The hand moves, but the particle
emmitter does not
'    '
'   '
'  '
'              ____
             | | | |
             | | | |-
             | | | | |

I don't understand this behavior.  A parented and attached entity should
always update to the move parent.  What I WANT would be this.
             '    '
             '   '
             '  '
             '____
             | | | |
             | | | |-
             | | | | |

If I leave the vis leaf, and come back, the particles go to that location as
to where the hand is in the animation.  However, it continues to not FOLLOW
the hand as it continues to animate.  So if it goes even further to the
right, or back to the left, once again the emmitter isn't in the right
location to emit particles from.

All tests are still being done with env_smokestack being parented to the
anim_attachment_LH attachment of  Breen.  It has not worked with the
env_fire either, both of which I desperately need.

Tony \"omega\" Sergi wrote:

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.

Tim Holt wrote:

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.

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