Thanks man! That worked! :D

Any ideas on fading the beam? I was thinking of a brightness loop -- down to 0 
from 255?

Thanks;
Yanii

On 18 Aug 2006 at 18:02, Tony "omega" Sergi wrote:

> 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
> > --
> >
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> >
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>
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