Question: Beacon Sprite & TF2
A while back I was looking to change the player model to have a teleporter effect to mimic some "trouble maker" functionality we had in TFC. I've changed direction on that a bit now. I've added a halo above their head that blinks every few seconds to mark them, which works very well:
http://www.oldtimersclan.com/post_img/player_tagged.jpg (btw thanks to turbo for being a guinypig, he's a long term player and not a trouble maker at all) Anyway, the system tags someone if they've had a temp ban, two or more kicks, or have been manually "tagged" and puts this halo above them. Obviously though, the problem is that when they move the halo doesn't move with them, it remains where it was drawn (which I did expect). I was curious, is there anyway to tie a sprite to a player model so that it follows the person? Scuzzy |
Re: Question: Beacon Sprite & TF2
what code are you using to create the sprite?
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Re: Question: Beacon Sprite & TF2
Code:
new Float:vec[3]; |
Re: Question: Beacon Sprite & TF2
check out this, http://developer.valvesoftware.com/wiki/Env_beam
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Ive never done this, so maybe it wont work ;] |
Re: Question: Beacon Sprite & TF2
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Re: Question: Beacon Sprite & TF2
One of the issues with using the entity SetParent is that it requires a named target entity. By default, player entities do not have target_name's. I'm not sure you can set one, I haven't tried yet.
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