Sorry for spam, but I thought the solution should be shared.

After a little bit of investigating I came upon the CEffectData SendTable
and noticed that the attachment field had only 5 bits of precision. So
that’s 32 ints, It so happens that 44-32 = 12 which correlates with what
happens to me. So just increasing it a little bit has solved the problem.

So if anyone has any model that needs attachment muzzleflash and they have
more than 32 attachments they may run into this.

Chris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Monday, July 14, 2008 8:47 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Muzzle Flash Effect playing at wrong attachment

The MuzzleFlash() doesn't work too well it lags behind too much.

I debugged more on those two I referred and I am seeing that it takes my
proper attachment of 44 on the server that I give it, but somehow on the
client it becomes 12. I stepped through the code for DispatchEffect and can
find no explanation as to how it changed. I also stepped through on the
client and see now plausible cause. 

Chris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Monday, July 14, 2008 8:16 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Muzzle Flash Effect playing at wrong attachment

Hey,

I actually was trying to use Valve's NPC muzzle flashes for now.

I tried the Airboat Gun and the Chopper Muzzle flash and both were rendered
at the same attachment. I am now trying a g_pEffects->MuzzleFlash() with the
origin and angles being passed in generated from an attachment lookup.

Chris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Baker
Sent: Friday, July 11, 2008 1:48 PM
To: [email protected]
Subject: Re: [hlcoders] Muzzle Flash Effect playing at wrong attachment

If you're calling DispatchEffect("MuzzleFlash",data) then it always plays
on attachment #1.  Just look at  the DECLARE_CLIENT_EFFECT
function for whatever effect you are using.

There are 2 versions of tempents->MuzzleFlash() and one of them
takes origin/angles (but ignores them in favor of attachment #1)
while the other takes an attachment point.

-- Tim Baker

_______________________________________________
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


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to