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000
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Join Date: Jul 2022
Old 08-04-2022 , 07:46   null
Reply With Quote #1

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Last edited by 000; 10-18-2022 at 07:20.
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VladimirTk
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Join Date: Apr 2021
Location: Perú - Latino América
Old 08-05-2022 , 01:50   Re: [L4D2] env_spritetrail
Reply With Quote #2

Quote:
Originally Posted by 000 View Post
Hi, I'd like to know how to fix env_spritetrail in L4D2.

I tested it by attaching it to func_rotating and the result is that it rotates once and then it disappears.

For CS:GO there was the same problem, which was fixed with [CS:GO] Spritetrail fix.

However, in L4D2 it is not working.
Is there a way at all?

Best regards.

Could you share the code snippet to help you better?
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 08-23-2022 , 14:35   Re: [L4D2] env_spritetrail
Reply With Quote #3

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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Last edited by Marttt; 08-23-2022 at 14:35.
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Bacardi
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Join Date: Jan 2010
Location: mom's basement
Old 08-24-2022 , 12:57   Re: [L4D2] env_spritetrail
Reply With Quote #4

https://developer.valvesoftware.com/...ing)#SetParent

Normally, you need little delay between SetParent -> SetParentAttachment (or SetParentAttachmentMaintainOffset)

Also, you need little delay when teleport entity to right place, before SetParent.

Use timers.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 08-24-2022 , 14:49   Re: [L4D2] env_spritetrail
Reply With Quote #5

The parenting actually works,
What I mean is that it follows the player's eyes' angles when it should be static.
I don't know going deep if when we attach it "chooses" the first attachment slot.
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