I know the different between view model and world model/weapon and grenade anyway as it is with the ticking, I could do that for some grenades, but currently one of the grenades doesn't apply ticking, thought I may change it anyway to something more "ticking" like so then I could do it I guess, but what if future grenades will have countdown timers that can't go with ticking?(and believe me there'll be ALOT more grenades:P) Anyway though there may not be so maybe I shouldn't worry about it for now..
Ah well I guess I'll change the countdown files into small repeatable tickings sounds. Silly that I didn't give that a second thought after Plan A failed :P Thanks for reminding me about that. David Shaw wrote: > The grenade held in your hand is not the grenade you throw. The one in your > hand will be a view model and the one thrown is a world model. So what you > need to look at doing is calling a short tick sound at intervals when you > have the grenade in your hand so you get the tick tick tick sound. When > your current weapon is not the grenade then don't do the tick. > > When the grenade is thrown a sound is created already, look in void > CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer ) for WeaponSound( SINGLE > ); so you don't have to worry about that part > > Hope that helps > > David _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

