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but the thing is, the effect does not blur everything. it pinches
it and warps it. This is for DM so both client and hl are in
the same file. I have the function AlertTargets() send a msg
using
EntityMessageBegin( this, true );
WRITE_BYTE( BLAST_MSG_STREAKS);
WRITE_VEC3COORD( tr.startpos );
MessageEnd();
tr.startPos should be where the effect is coming from. but,
it does not work. i can use even my vecAiming which is
= Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
or vecSrc = Vector vecSrc = pOwner->Weapon_ShootPosition();
But it doesn't seem to want to move the effect up or down.
There is actually two Entity Messages. One is BLAST_MSG_STREAKS and
the other is BLAST_MSG_BIG_SHOT both of which I use but in different parts
of the code.
Do you know of a way to calculate the location of the muzzle and set that
to a Vector?
On 11/28/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> You can always use a motion blur effect - look at
> Garry Newmans blur code @ the vdc - and then hook it
> in with a eninge->clientcmd/eninge->servercommand -
> though you might find some help for what your after
> here -
> http://www.swallowbush.com/forum/viewtopic.php?t=349 -
> look for the area affect post
>
> --- Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Ok, I have gotten almost everything to work properly
> > for my weapon. It uses
> > the strider
> > beam FX warpy code to do its effect. Anyway, the
> > laser updates fine and
> > everything but
> > the pinch/distort reality is all messed up. You can
> > only view it if you are
> > looking straight
> > forward. Not up. It works if you look downward a
> > little bit but that is it.
> > Are any of you
> > familiar with the way the strider achieves its
> > effect? I really need to
> > learn how to tell
> > what direction I want the strider effect to go.
> >
> > Thanx for any and all help
> >
> > -Michael Kramer
> > --
> >
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>
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>
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