Hello, I have been trying to add a custom impact effect that replaces the blood decals when players are shot while they have a shield. I got it to apply the animated decal to the model fine, however there seems to be no way to only have the decal play its animation once and then die. I have tried writing a new material proxy based on the AnimatedTexture proxy, but ran into a lot of problems. First of all, there seems to be no way to remove a single decal on a model after a certain amount of time, from the proxy or otherwise. This led me to try adding a timer and various other ways of detecting whether the animation has played once, but it appears that a single proxy class is used for all materials set to use that proxy. That means that any class member variables to keep track of whether the animation has completed apply to all of the decals created in the future as well, preventing them from showing at all. The ideal solution would be a way to remove the decal from the model after it's finished with its animation, but even a way to hide it until it gets removed by the model decal limit would be sufficient. I've run out of ideas except for using a quad effect instead, but that doesn't look nearly as good.
Thanks for any help, Jory _________________________________________________________________ Watch “Cause Effect,” a show about real people making a real difference. http://im.live.com/Messenger/IM/MTV/?source=text_watchcause _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

