Nah, it didn't work. My bet is that there's something that we're not seeing within the code that defaults it to the standard playrate in multiplayer.
On Tue, Feb 17, 2009 at 9:23 AM, Yorg Kuijs <yorg.ku...@home.nl> wrote: > I myself have been tinkering with that too, no matter what I did I > couldn't seem to change the playbackrate either, > I was instead trying to totally freeze a animation though, > the reply I got was: > > ---- > Stopping SetCycle() from being called in C_BaseViewModel::Interpolate() > should freeze the view model animation. > ---- > > Don't know if that even works since I haven't tried it, but maybe you > should try it and then try to change the m_flPlaybackRate? probably not of > much help but you never know :) > > > > > Robert Urda wrote: > > So I've been tinkering with modifying the animation time of viewmodels in > my > > OB MP mod by changing m_flPlaybackRate. The thing is though, it seems > like > > no matter what I set the value to within the code, it always plays the > > animation at the same speed. I've even checked to see if the value was > being > > modified in between when I modify it and the animation starts and for > > whatever reason, it's not. Unfortunately, I can't seem to configure > VS2008 > > to properly find the debug info that would allow me Step Into at the > point > > when the animation's starting. Any help? > > > > _______________________________________________ > 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