I did something like this (i don't remember if I had to edit code elsewhere or not.. so, this may only be part of it)
Inside DrawModel; in beam_shared.cpp, after beams->drawbeam.. I added if ( m_pfnThink ) { if ( GetNextThink() < gpGlobals->curtime ) { Think(); } } This allowed the think function to get called on the client when it was time to remove it. However, I've since changed my weapon that used this instant-fire beam, and created a new tracer effect that essentially does the same thing though, and functions better. But this did work ;) -------------- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > Sent: August 18, 2006 4:32 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] LiveForTime() > > -- > [ Picked text/plain from multipart/alternative ] > Content-description: Mail message body > > Hey, > > Now I am using LiveForTime(0.5) on my CBeam because StartFadeOut > doesn't exist on the client sadly; but more to the point LiveForTime > is meant to destroy the beam after 0.5 seconds but it fails to do so > the beams to continue to stick around on the screen. > > What can I do about this? Anyone know how I could get LiveForTime to > work? Or know a different method of gradually destroying the beam > after a period of time? > > Thanks; > Yanii > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > __________ NOD32 1.1454 (20060321) Information __________ > > This message was checked by NOD32 antivirus system. > http://www.eset.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders