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.
>
>
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