Xash3D and muzzleflashes. What´s your ex Created 7 years ago2016-11-30 13:48:29 UTC by abbadon abbadon

Created 7 years ago2016-11-30 13:48:29 UTC by abbadon abbadon

Posted 7 years ago2016-11-30 13:48:29 UTC Post #332493
Well, after some months making things under Xash3D I have noticed that the muzzleflashes of the player´s weapon and even the muzzleflashes of other model´s weapon does not show properly. I saw this when I changed from the HL version of my mod to the Xash3D version last night. In Xash3D muzzleflashes for the turrets did not appear, while in HL yes, also it happened with the muzzleflash of the gunner infantry, even when it is properly done in the qc and in the source code, the muzzleflashes for the player´s weapon in thirdperson view sometimes appeared, SOMETIMES, but the most part of the time they don´t or appeared flickering and in a strange way. I also think that is me that touched something and screwed it,but I wish to ask you if you have noticed similar behaviour with a mod or map or model made by you.

Thanks in anticipation!!
Posted 7 years ago2016-11-30 15:11:04 UTC Post #332496
Try to enable vsync in video options, this should remove flickering. What about the problem that muzzleflashes don't work from 3rd person I'm not sure, I'll check this later.
Posted 7 years ago2016-12-02 08:43:43 UTC Post #332515
Did it!. No luck. Sure my fault. :/ I have asked Uncle Mike for it, I´m awaiting the answer. Cross fingers.
Posted 7 years ago2016-12-02 11:24:28 UTC Post #332516
Muzzleflash sprites are handled by the events we talked about before. Add debug output on the client side to show if it's triggering the events like it should, and whether it's getting the right options from them.
Posted 7 years ago2016-12-02 13:11:43 UTC Post #332517
Hi Solokiller!. The muzzleflashes worked fine in normal HL, is in Xash3D where they don´t work, but I was told that there´s a fix on route for December the 13th. :)

BTW: how can I make so the turrets use all four attachments to show muzzleflashes instead of only one?. Of course I have done a perfect QC file for the turret monster.
Posted 7 years ago2016-12-02 13:47:59 UTC Post #332518
You'll have to add events for all 4 attachments to do that. You should be able to define multiple events for the same frame; the code is set up for it, at least.
Posted 7 years ago2016-12-02 18:59:29 UTC Post #332524
I did it in the qc file with no luck, maybe the turret code should have the attachmets on which the muzzleflashes will be shown defined, as in the apache monster, something like getattachment or stuff like that; I don't have the code here right now, sorry. Of course, if it is there, I wouldn't be able to use that code to make things work, haha!! :crowbar: :nuts:
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