Been trying to connect a particle effect for third person.
DispatchParticleEffect("fireishot",PATTACH_POINT_FOLLOW,this,1,true);
-works third person
-only works on client
in order to try to get the other players to be able to see the effect I
decompiled and attached a particle effect to the stunstick
-appeared to work for others
-spawned ungodly amounts of fire on my screen
-does not extinguish when holstered and have another weapon out
-made the stick itself disappear
is there a function in code that I could use to make it visable to others so I
don't need to use the recompiled model?
or is there a way to choose which model is being used for the current player
and other players?
"fireishot",PATTACH_POINT_FOLLOW,this,1,true);
-works third person
-only works on client
in order to try to get the other players to be able to see the effect I
decompiled and attached a particle effect to the stunstick
-appeared to work for others
-spawned ungodly amounts of fire on my screen
-does not extinguish when holstered and have another weapon out
-made the stick itself disappear
is there a function in code that I could use to make it visable to others so I
don't need to use the recompiled model?
or is there a way to choose which model is being used for the current player
and other players?
DispatchParticleEffect("fireishot",PATTACH_POINT_FOLLOW,this,1,true);
-works third person
-only works on client
in order to try to get the other players to be able to see the effect I
decompiled and attached a particle effect to the stunstick
-appeared to work for others
-spawned ungodly amounts of fire on my screen
-does not extinguish when holstered and have another weapon out
-made the stick itself disappear
is there a function in code that I could use to make it visable to others so I
don't need to use the recompiled model?
or is there a way to choose which model is being used for the current player
and other players?
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