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 thats 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

