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http://www.siosphere.com/dm_overwatch0070.jpg

It is not drawing on the attachment muzzle like it should be..it always
draws at the same hieght above the ground..but I can look around and it
draws in  front of me but always above the ground  the same height...grrr..

On 12/1/05, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Try mat_wireframe and see if it's drawing where you predicted it would
>
> On 12/1/05, Michael Kramer <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Ok I found out that the Pinch effect is only on an attachment, one that
> I
> > can set.
> > But, it only blurs when I face forward instead of up or down. It is like
> > it
> > does not
> > Start the effect from the current position of the attachment. Anyway to
> > convert it from starting on an attachment to starting from my vecSrc
> > position
> >
> > Screenshot:
> >
> > http://siosphere.com/dm_overwatch0030.jpg
> >
> > Where the blue dot is is where it does not work if I look up or down.
> >
> > Thanx for any and all help. :D
> >
> > On 11/28/05, Michael Kramer <[EMAIL PROTECTED]> wrote:
> > >
> > > 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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