You were bang on, Chris: I was returning early if the calculated value was out of range. I'm now applying it through max() and min() instead and all is well. Thanks! :-)
On 06/05/2010 5:34, Christopher Harris wrote: > Hmm that is odd then. > > I do the exact same thing in our mod for blood effects on the weapons that > fade out after some time, and for some special effects on some of the > players. At first I had done it with all the variables stored into the proxy > and I got the exact situation you describe where all the entities of the > type like weapon or viewmodel with the same material would all be affected > by any one of the weapons getting into a blood state. > > If you have logic such as if the time is beyond a certain point do not run > any proxy logic that could be the cause because every time a material is > rendered you need to ensure it is set for what setting that entity needs. > Like if you had a blood effect on a weapon and then the next weapon did not > need it you still need to reset the data back to no blood for that time. > > My basic logic thus is something like. > > OnBind() > { > If(entity.something) > { > //change the variables for the effect > } > > EffectMaterialVar.SetValue(entity.varValue); > } > > In this way every time the proxy is executed for a particular entity it is > setting the changing material variables to what it needs regardless had it > changed or not. > > Chris > > -----Original Message----- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards > Sent: Thursday, May 06, 2010 5:57 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Getting material proxies to act on individual > entities > > Ryan, that is exactly what I can't work out how to do. > > Chris, the variable is the amount of time since the player or ragdoll > spawned so it's already stored in each entity. Unless you mean setting > material vars on the player, which isn't how I thought this worked at all. > > On 05/05/2010 10:41, Ryan Sheffer wrote: > >> You mean every material of the same name is getting effected? That >> seems very strange. Are you overriding the material in the entities >> draw function? I remember replacing materials for the player for a >> cloak effect with no problems. >> >> ~Ryan >> >> On May 5, 2010, at 2:01 PM, Tom Edwards<t_edwa...@btinternet.com> >> wrote: >> >> >> >>> I'm using a material proxy for my player spawn effect, which works >>> fine >>> except that it applies to all instances of the material in question at >>> once. How should I go about applying the effect to different >>> entities at >>> different times? >>> >>> I expect that creating new instances of the material each time someone >>> connects has something to do with it, but so far I've not even been >>> able >>> to access that area of the model... >>> >>> _______________________________________________ >>> 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 >> >> >> >> > _______________________________________________ > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders