Cool thanks, btw hey dogmeat it's me DuckSauce but you may know already lol.
I haven't tested it out with multiple players, but here's the code I'm
using for the hitsounds in OnTakeDamage:
CRecipientFilter filter;
// needed to cast since GetAttacker returns the attacker as
CBaseEntity,
That kinda works, the animation doesn't play for about 1-2 seconds but
afterwards it happily trucks on, any other suggestions?
Skillet wrote:
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view model animation.
Maybe it will work to have a special frozen animation that is completely
still that you just set to play at the appropriate time?
--
Jorge Vino Rodriguez
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Hey list,
got a few questions:
1. Does anybody know if it's possible to have a sound be emitted that
only the player it was meant for can hear? As far as I know all sounds
are emitted into the world. I might be making a hitbleep system similar
to quake, wet, et:qw and dystopia, roughly I
On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote:
1. Does anybody know if it's possible to have a sound be emitted that
only the player it was meant for can hear? As far as I know all sounds
are emitted into the world. I might be making a hitbleep system similar
to quake,
How do I emit on client?
#ifdef client.dll?
Jorge Rodriguez wrote:
You can emit the sound on the client, or you can call the sound with a
single recipient filter instead of a pas filter.
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If you're in shared code, this might work
#ifdef CLIENT_DLL
EmitSound(etc etc);
#endif
Or you can do it in client-specific code by reading whatever synchronized
variables might tell you what you need to know to play the sound. Otherwise
you'll have to send a message to the client to play the
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view model animation.
On Mon, Feb 16, 2009 at 1:31 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote:
1. Does anybody know if it's
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