You can still do that it you use SV_StudioSetupBones. Just don't include the 9-way blending parts.
-omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Sent: July 17, 2003 9:00 AM To: [EMAIL PROTECTED] cache them on the server side? Tony "omega" Sergi wrote: >Just cache the last known positions; store into a global var all 4 >attachment points for all players every time the player is drawn, use them. >Being one render frame behind is better than being completely screwed up =) > >-omega > >-----Original Message----- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor' >Dunlap >Sent: July 17, 2003 4:50 AM >To: [EMAIL PROTECTED] > >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 > > > >_______________________________________________ >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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

