blocking fire in client side
I have searched the forums, in general, using
entity_set_int(id,entity_get_init(id,EV_INT_b utton)& ~IN_ATTACK)) to block fire, but in the client, we still see rapid fire and hear fire sound. If we can real block firing in the client side ? for example, when we are reloading ammos, press fire is no use, without fire, but I do not the how to make a fake reloading event.... |
You can try this, but I haven't tested.
Code:
It's your basic stop firing code with the added reset of weaponanim, but you would still hear the sound and muzzle flash. I suppose you could catch the emitting of the sound with FakeMeta and stop it, but it would be hard (with so many different firing sounds). |
well, thank you for your kind...
I have tried useing client_PreThink... but still hear sound.. I mean If we can set the weapon is busy or is reloading ammos...just like when Reload is pressed in client side.... |
hmmm
Instead of:
Code:
Use: Code:
Less lines and is easier to use. |
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