well....The only thing i intend to use bone controlling on IS the player 
model :/


>From: Reedbeta <[EMAIL PROTECTED]>
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>Subject: Re: [hlcoders] Bone controller
>Date: Sat, 8 Dec 2001 11:17:12 -0800 (PST)
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>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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