attaching CSpriteTrail to character

Dodo

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hi, is it possible to attach a CSpriteTrail to a character ? ...and would you know how ?

-dodo
 
i wondered about that like if a character was smoking a ciggerette having a smoke emitter attached to the character. i would pressume in the animation you would have to put an attachment like when you put an attachment to specify where the gun is. then refer to it in the qc file and then implment it in the code to have the attachment beeing a cspritetrail. i dont know enough about coding to say anymore than that sorry.
 
Yes, it's possible, as far as I know. Look in the code for examples where sprites are attached to other objects, like the Stunstick, and work your way from there.

-Angry Lawyer
 
Is this similar to the grenade trail?
 
im sure my way i mentioned is right. rather than the attachment linking to a world model entity then it would like to the csprite trail.
 
Angry Lawyer said:
Exactly like the grenade trail, as far as I can see.

-Angry Lawyer
it IS the grenade trail... in the grenade model theres a bone exactly were the CSpriteTrail is called "Fuse" ... maybe this is where some code attaches the trail to the right position. I just dont know what to do next or where to look. thanks anyway :D

-dodo
 
gmod has it in one of the little minimods in version 9 you jump around the map and have this annoying little yellow glowing trail that follows u
 
you could possibly refer to it in the qc file im not to sure though.
 
yes, thats what i thought. the "fuse" has an attachment with some angles in the "qc string" when you look at it in the model viewer under the attachment tab.

the qc string:
$attachment "fuse" "static_prop" 0.00 0.00 4.50 rotate 0 90 0

edit: i dont know if it means anything, but maybe this is what tells the qc where the CSpriteTrail is, like crackhead sayd ...
 
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