I dunno you could doit the way the server does, but I don't have code infront of me
Or make a think or something, since that coed allows thinks to function If this doesn't make snese I apologize as im emailing drunk. It probably will though as I outlook does _some_ English coreection for me :) -------------- -- 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 6:20 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] LiveForTime() > > 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 > > > -- > > > > > > _______________________________________________ > > > 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 > > > > > _______________________________________________ > 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