I am trying to attach a model entity to a player. I want it to follow
the player in a sense. I have it working but when the player moves, the
entity jitters back and forth. Anyway to fix this?
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Best regards,
Dan
http://www.lnxmad.com
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To
Is it predicted and you didn't write a client side version? or the client
side version isn't the same
2009/3/27 Dan Clark lnx...@gmail.com
I am trying to attach a model entity to a player. I want it to follow
the player in a sense. I have it working but when the player moves, the
entity
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
I didn't write a client side. How do I setup predicted?
Best regards,
Dan
http://www.lnxmad.com
Olly wrote:
Is it predicted and you didn't write a client side version? or the client
side version isn't the same
2009/3/27 Dan Clark lnx...@gmail.com
I am trying to attach a model
Try reinstalling Perl. That worked for me once I had a problem similar to
this.
/ScarT
2009/3/27 Walter Gray chrysal...@gmail.com
I understand some people have managed to get buildsdkshaders.bat to
work, but unfortunately I'm not one of them. The best I can do is make
it stop complaining
Not exactly a tutorial but here's something that can help you:
http://forums.steampowered.com/forums/showthread.php?t=824025
I've been asking questions in that thread about a variety of things
concerning optimization, a little bit down in the thread is a bunch of
information about networking a
Try refreshing the SDK content.
/ScarT
2009/3/27 walter wal...@nebulastation.net
I was already opted into beta. I even got beta buildsdkshaders.bat to
work. The problem is, as I said before, that beta shadercompile.exe in
orangebox/bin crashes. I have no idea why, it cannot be because of
Hey list,
also posted this on the steam forum
In my HL2MP Ep1 mod I'm maually creating particles using a derived class
from the original hl2 explosion, the explosion I'm currently working on
only has a particle effect based on the fire_embers released after an
explosion.
Everything's good
Ah I've been getting confused. The Animation events handle dispatching the
effect but I had offset the eye angles for the position of where the bullets
originate. I'll load up my code and show you what I had done.
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Are you using SetParent?
I've attached entities to my player via SetParent and they don't
jitter at all.
Olly wrote:
Is it predicted and you didn't write a client side version? or the client
side version isn't the same
2009/3/27 Dan Clark lnx...@gmail.com
I am trying to attach a model
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