It uses a flag (EF_BONEMERGE from memory), which basically tells it to
match up the bone in the weapon model to the player model (usually the
ValveBiped_R_Hand)

On 8/10/05, Alex Thomson <[EMAIL PROTECTED]> wrote:
> I think that's a contact point on the crowbar rather than where it
> attaches to... but thanks anyway. I'll double-check.
>
> -----Original Message-----
> From: Kamran [mailto:[EMAIL PROTECTED]
> Sent: 09 August 2005 17:35
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Weapon attachments
>
> Have you looked at the crowbar XSI file? It's in the
> user_name\sourcesdk_content\hl2\modelsrc\weapons folder.
>
> It has little points that seem to reference bones, I haven't looked much
> at it.
>
> Alex Thomson wrote:
>
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >So... weapon attachments, the view model stuff is fairly well
> >documented. But, say I had a completely new character model and a
> >completely new weapon model. How do I go about telling the game where
> >the weapon should attach to the character (normally the right hand)?
> >I've tried FollowEntity, SetParent but no luck - is it an option hiding
> >in a qc file somewhere?
> >
> >TIA
> >Alex
> >
> >
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