Does the grenade not throw because it gets holstered by the switch back
to original weapon? You could do some code to prevent grenade holstering
when its being thrown then. That will probably block the switch back
entirely though.
Next option would be, make a function in frag grenade like
Hi,
after the last engine update running an Orange Box engine game with the
-tools parameter causes a crash while loading the main menu. We have
tested this on TF2, L4D, DOD:S and DIPRIP on a few different machines.
The crashes don't seem to produce any .mdmp files for any of the games.
The only
I saw a thread about this on Interlopers yesterday.
http://interlopers.net/forum/viewtopic.php?f=2t=27562p=326212hilit=tools#p326212
/ScarT
2009/1/30 Pawel Lekki pawel.le...@exorstudios.com
Hi,
after the last engine update running an Orange Box engine game with the
-tools parameter causes
Still haven't been able to freeze animations, is it even possible?
here's some code I think should have worked:
In basecombatweapon.cpp:
void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter
*pOperator )
{
// Update and dispatch the viewmodel events
CBasePlayer *pOwner =
2009/1/30 Pawel Lekki pawel.le...@exorstudios.com
Does anyone experience the same problem?
Same here.
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If it is broken, Valve will correct it eventually. They are pretty good at
breaking things. ;)
On Fri, Jan 30, 2009 at 12:37 PM, atomy at...@jackinpoint.net wrote:
2009/1/30 Pawel Lekki pawel.le...@exorstudios.com
Does anyone experience the same problem?
Same here.
And pretty slow about fixing non-critical things.
On Fri, Jan 30, 2009 at 7:07 PM, Ryan Sheffer darksk...@gmail.com wrote:
If it is broken, Valve will correct it eventually. They are pretty good at
breaking things. ;)
On Fri, Jan 30, 2009 at 12:37 PM, atomy at...@jackinpoint.net wrote:
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