In some functions it is assumed that the effects are predicted on the client, like in PreThink and PostThink functions. See CBasePlayer::PhysicsSimulate ( IPredictionSystem::SuppressHostEvents ).
You can verify this by putting cl_predict to 1. Sander On Thu, Dec 31, 2009 at 5:58 PM, Richard Slaughter <[email protected]>wrote: > Hi List, > > I'm trying to get the player to emit a particle effect when they sprint > but just can't get the damn thing to work. > > I've tried putting the following in CHL2MP_Player::StartSprint but no > particles get emitted: > > Vector final = GetAbsOrigin(); > final.z += 30; > final.x += 32; > DispatchParticleEffect("weapon_dispenser_particles2", final, > GetAbsAngles()); > > This is just a test to see if I can get some particles to show up, which > they don't, I've set a break point and verified the code is being hit. > > However, if I setup a console command in CHL2MP_Player::ClientCommand > with the same code, I see the particle effect get created. > > Am I missing something obvious here? > Thanks, > > Rich > > _______________________________________________ > 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

