-- [ Picked text/plain from multipart/alternative ] you could just draw it relative to the player's eye normal
On 12/6/05, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > 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 > > > > > > -- > > > > > > > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view > > > > > > the list archives, please visit: > > > > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > > > > -------- > > > > > > > > > > My Website http://www.ammahls.com > > > > > Lead Programer NightFall http://www.nightfallmod.net/ > > > > > Developer of CST and ZHLT 3.0 http://www.zhlt.tk > > > > > > > > > > This email has been sent from Adam McKern, and is not one of the > > many > > > > > spam bots that use my email address. > > > > > > > > > > If you receive an email that has not got this signature line, > please > > > > > delete the email, and not respond in any way to it. > > > > > > > > > > > > > > > > > > > > __________________________________ > > > > > Start your day with Yahoo! - Make it your home page! > > > > > http://www.yahoo.com/r/hs > > > > > > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list > > archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

