Quote:
Originally Posted by Marttt
Nice work, it's indeed working (L4D2), the only downside is that seems that the func_rotation is following the player angles, don't know if this is intended nor is possible to make it in a fixed pos.
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Hi,
I think it is because env_spritetrail is set parent with func_rotating and func_rotating is set parent with client.
env_spritetrail's lifetime may causing it.
I have tested it with a 0.1 sec timer and used TeleportEntity to client instead of SetParent. It just fixed the issue with when client looks up/down that the entities will do the same.
I really don't know, and I am far from being an expert.
Do you have any ideas?