The only help I can offer is that I DO know the attachment points aren't looked at until almost the very last step in the render process, so it might have something to do with where you are trying to call the emitting function. I had this same problem with the mortar cannons in Firearms, I never found a solution, so I just hardcoded the offset values. I'm sure there is a solution, but I never had time to find one, I figured I'd just offer that small amount of insight to help you out. I hope that helps at least point you in the right direction.
-Cale 'Mazor' Dunlap Firearms Programmer http://www.firearmsmod.com/ -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Sent: Wednesday, July 16, 2003 7:28 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Emiters and Attachments What i know about attachments? i know attachments are part of the model file and i know each model can only have 4 attachment points. i know the attachments are defined in the model's .qc. i also know that the model's attachment data is stored in a structure called, cl_entity_t, or cl_entity_s. i also know how to figure out the attachment point, more specific the attachment point of the v_ model from the client in an instance of an event system call. Now to the problem. i want to make a flame thrower. a flame thrower that emits particles. i've created an emiter that emits particles that fits my flamethrower's needs. i also made my flamethrower to emit by using the event system ( those .sc files), the event system emits partilces correctly in first person only. in third person the emiter is stuck where was the last position the emiter was set in first person and it's also near the gonad area if you just switch to thirdperson without moving the player. now i want to solve this problem and the problem is that i wish to set the emiter at the location of the attachment of the player where normally the muzzle flash is, and i want to transmite this to all clients that can see this happening. my solution to this problem was to get the attachment point of the player on the server and using an entity, that represents the emiter, to place the entity origin to the attachment point and transmiting the origin of the entity. the problem is that none of the attachment points i used worked, there were no offset to the player origin. i even look at the source code for egon and i notice the beam doesn't start from the tip of the egon world model but rather it starts from somewhere near the end arm and close to the base of the elbow. that wouldn't work well for my particles because they are big and the arm doesnt cover it and it expands, the particle, in size. also this might increase the network traffic. i was told to take a look at HUD_AddEntity. the comment above it says that it gets a list of visible entities. this functionlooks attractive because it gets a list of visible entites and that means i do not have to worrie about the extra network traffic. now if i was to use this function i would like a way to identify my entity and add members to entity_state_s so i can send the emiter's emission, and i would also like to set the entity, on server side, origin to an attachment point. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

