Well if it's the player model you're using, it's quite possible that something
else is overriding the bone controller values you set. There are a lot of
special cases in the model rendering code that apply only to player models,
since they are the only ones that have to deal with gaitsequences and the
like...perhaps you should try doing this on a model other than the player model
(for example a grunt or something).
--- Jonah Sherman <[EMAIL PROTECTED]> wrote:
> i was trying to learn how to use the bone controller...but i had no luck :(
> I added this to my ClientCommand() function:
>
> else if(FStrEq(pcmd,"bset"))
> {
> char *a1=(char*)CMD_ARGV(1),*a2=(char*)CMD_ARGV(2);
> if(!a1||!a2)
> return;
> int cont=atoi(a1);
> float val=atof(a2);
> GetClassPtr((CBasePlayer *)pev)->SetBoneController(cont,val);
> ClientPrint(pev,HUD_PRINTCONSOLE,UTIL_VarArgs("Contorller: %i, value:
> %f\n",cont,val));
> }
>
> I then started with the modified DLL and typed "bset 0 20" as Gman. I tried
> many other things, from 0-3 for arg1 and -30 to 30 for arg2(gmans QC file
> defined these limits). I was in 3rd person mode, and did not notice ANY
> changes in the models appearance. What did I do wrong? with the stuff i
> set the bones should be all deranged, but they didnt change at all!
>
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