I thought that might be the case.
Anyone have an idea how the party hats are done as part of the actual
tf_birthday mode?

I couldn't find any new entities created on enabling the mode so it
might be fully client side rendered?

Tony "omega" Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
i'm pretty sure you'd need to be able to do some client side coding. like in
the drawmodel func, if i'm attached to the local player and they're not in
third person, don't draw.

I can't think of a way to do this via a plugin at all.
-Tony

On Jan 20, 2008 1:53 AM, Nick <[EMAIL PROTECTED]> wrote:


good question. i hope someone here knows how

On Jan 19, 2008 7:54 PM, Matt Woodrow <[EMAIL PROTECTED]> wrote:

Hi

This is more of a scripting question than mod coding as such but it
seemed partially relevant and I'm hoping someone will have any idea.
I'm trying to attach a model to the player entity in tf2. The model is a
physics model and i've succesfully created a 'prop_dynamic_override' and
attached it to the 'partyhat' attachment of the player model.
 From third person view it renders correctly but from first person it is
still visible approximately where the head should be and bounces around
at the top of the screen.

Does anyone know of a way I can hide it from the view in first player,
but still have it visible to other players?
I've spent a while looking around the valve wiki and entity property
lists but can't find anything relevant/that has an effect.

Cheers

pRED*

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--
-omega
--

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