-- [ Picked text/plain from multipart/alternative ] Ahh, you're right.. The bullets aren't going thru.. They;re just not rendering any special f/x or decals. Apparently the server and client aren't in synch when using bone_followers. I cant wait for the new Source 2007...
----- Original Message ----- From: "Jay Stelly" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Wednesday, November 28, 2007 8:06 AM Subject: RE: [hlcoders] RE: prop_dynamic don't have animated collision boxes > Are you sure the bullets are going through the bone followers on the > server? Or do they just appear to because the client-side effects go > through them? > > Anyway, I'm pretty sure I fixed all of the issues with using bone > followers more generally like this between ep1 & ep2 (not being > client-side, vcollide_wireframe 1 not working or not working well, > automatic setup from a $collisionjoints qc script, some solid flag > issues on the parent prop, maybe some others). When you get the latest > code you should be able to merge those changes over. > > Jay > > >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of >> Tony "omega" Sergi >> Sent: Wednesday, November 28, 2007 7:27 AM >> To: [email protected] >> Subject: Re: [hlcoders] RE: prop_dynamic don't have animated >> collision boxes >> >> -- >> [ Picked text/plain from multipart/alternative ] Well one >> thing of note is that bone followers are server-side only. >> You'll have to initialize them on the client too. >> I had this problem a year or two ago when I was working on >> something else. >> >> Off-hand, I can't answer the question directly other than >> what I said. I'll investigate though, to come up with a >> solution ;) -Tony >> >> On Nov 28, 2007 10:03 AM, Minh <[EMAIL PROTECTED]> wrote: >> >> > -- >> > [ Picked text/plain from multipart/alternative ] I specified >> > "surfaceprop metal" in the .qc file so it should have the correct >> > decals/special fx. >> > Since it's a model, the surfaceproperty of the material is >> irrelevant. >> > Only >> > brushes use the surfaceproperty of a material when creating >> > decals/special fx. >> > >> > ----- Original Message ----- >> > From: "Adam Donovan" <[EMAIL PROTECTED]> >> > To: <[email protected]> >> > Sent: Wednesday, November 28, 2007 5:23 AM >> > Subject: [hlcoders] RE: prop_dynamic don't have animated collision >> > boxes >> > >> > >> > -- >> > [ Picked text/plain from multipart/alternative ] Do the bullets go >> > right through or is it because of the material it uses >> doesnt have a >> > surface prop and so it doesnt seem to collide because the >> engine isnt >> > creating the decals/particles? I have no idea really but >> thats what >> > first comes to mind adam >> > >> > _________________________________________________________________ >> > Your Future Starts Here. Dream it? Then be it! Find it at >> > www.seek.com.au >> > >> > >> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2 >> > >> Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661 >> > &_r=OCT07_endtext_Future&_m=EXT >> > -- >> > >> > _______________________________________________ >> > 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 >> > >> > >> >> >> -- >> -omega >> -- >> >> _______________________________________________ >> 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

