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[GMod] - ParticleEffectAttach + ClientsideModel = bad

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Uploaded by on Dec 11, 2011

This has been recorded for the "niggles" thread on Facepunch Forums.
Please, do not post if you have absolutely no GLua knowledge.

ParticleEffectAttach with a PATTACH_POINT_FOLLOW on a ClientsideModel makes the ClientsideModel lag behind, (inb4 someone asks if I'm using SetRenderOrigin/SetRenderAngles - yes, I am) ParticleEffect doesn't do this.

This creates a big problem - use ParticleEffectAttach to attach a particle effect and make the model lag behind, or use ParticleEffect and have the particle effect not change it's position, but have the model not lag.

Category:

Gaming

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Standard YouTube License

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All Comments (10)

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  • Theys got accepted yey :D

  • @CoderToBe I've fired a similar gun at a range before and they made a bit less recoil than the SWep in the video, but I was resting it on a table or something while shooting so it would probably dumb it down anyway. I'm assuming it would have almost the same recoil IRL. But in the video, it does seem a tad strong in a way.

  • NMRIH is a rly good game :)

  • D8

  • You still can attach particles via .QC, if you can get model sources although.

    I use this way.

  • it feels like he's made out of rubber

  • @CoderToBe My dad has one of those .. And trust me they sure give you a KICK

  • I know that this is supposed to be realistic and stuff, and it is, and it's turning out to be a rather superb product, but

    The recoil on the shotgun seems a tad strong. I mean, I've never shot a shotgun, so that's a given, but I'd think that a trained mercenary would be able to maintain the recoil at a minimum.

    Sorry if this is an inconvenient or aggressive response. I didn't mean to word it like that, I'm just giving you my ten cents. :c

  • BOUNCY BOUNCY

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