Ryan
Thank a bunch for your help.
I traced up and down the Source SDK codebase looking for clues on where
mstudioevent_t are created and stored into SeqDesc's. All I can find are
stuff that accesses the events, and sets their indices, but never
instantiating and storing them. It seems like
Thanks alot, that was it! (fx_explosion)
I there found I previously used fire_cloud2 as the filename, that was
the correct effect name and that changed it.
So any idea what the index is for then?
Ryan Sheffer wrote:
You will find all you need in:
This is where the client receives a message
Hey list,
sorry about the lot of posts but I have no idea what's wrong.
after doing my changes so my pickup worked properly and has animations
the entity eventually turned out to be respawning in the center of the map.
I tried reverting the changes related to making my item float in the sky
g_pgamerules is a pointer to the class CGameRules @ gamerules.h/cpp, about
spawning at the center of the map I forgot but its related to sthe pickup
setting the original origin (a variable) of the item to 0,0,0 and then when
it moves to somewhere else it has a timer that when triggers resets the
Well the think function for falling to the ground(fallthink) should have
been working, but copied the last bit of it anyway which set some
origins and created leveldesignerobject(so the pickup itself I guess?) ,
after doing that it worked... BUT a new problem arose, spent over half
an hour
I actually don't see how a general overview could really help other than
maybe the first few steps. And with the source engine, those first few steps
are usually fairly easy to figure out anyway. But when you do figure those
steps out yourself, you find little trinkets of code and patterns that
Do you use the Hammer auto-save feature? I think it's turned on by
default but you might want to check your options.
Aditya Gaddam wrote:
I actually don't see how a general overview could really help other than
maybe the first few steps. And with the source engine, those first few steps
are
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