Hey list, got a few questions:
1. Does anybody know if it's possible to have a sound be emitted that only the player it was meant for can hear? As far as I know all sounds are emitted into the world. I might be making a hitbleep system similar to quake, wet, et:qw and dystopia, roughly I think it would look like this in the ontakedamage class: pAttacker->PlayAttackerHearableSoundOnly( "soundname" ); or pInflictor->PlayInflictorHearableSoundOnly( "soundname" ); well the function is bogus ofcourse since it doesn't exist. So does anybody know? 2. I want different grenades to have different explosion "sprites" however it doesn't seem to be working, I have altered some things so explosion info sends along a flag for the grenade that's having the explosion and then used that in the following if else structure: if ( m_Material_FireCloud == NULL ) { if ( private_fo_explFlags == FO_EXPL_SAILBOAT ) m_Material_FireCloud = pSimple->GetPMaterial( "effects/boat_expl" ); else if ( private_fo_explFlags == FO_EXPL_STOPWATCH ) m_Material_FireCloud = pSimple->GetPMaterial( "effects/stopwatch_expl" ); else m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" ); } doesn't seem to be working, for another grenade I also done this by copying the entire class for explosion effects(very bad I know!) That worked but this doesn't seem to work, so there must be something else determining what the explosion looks like? and if things get more complex then this I may be better off making some derived classes for each grenade, but again I would need to know how to specify the different explosion "sprite" 3. I've tried for about a week to freeze viewmodel animations, I decided to abandon it, in a brainstorming session with my lead tester and public relations "manager" there were 2 things I would consider good to go for. The 1st would be too somehow prevent the client from receiving ANY updates, although I'm not sure if this is possible and if client side physics will still be received(ragdolls?). Assuming that this can be done I would picture it as a kind of gamefreeze happening, then when the freezetime is over the player's world gets updated again as if he skipped out of time a few seconds.(which is what my grenade kinda does :P) If not I'll probably be going for a heavy viewshake like a kind of sideeffect of the "timefreeze" grenade and you're weapon being lowered/holstered until the "timefreeze" is over. Third option which I kinda don't think is possible without a huge degrade in quality would be too block the players view completely with a huge picture, but like I said I think it might not look very good so I don't know of a efficient way to overlay a big picture on top of the players screen+hud. Welll that was it :) Any help would be appreciated _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders