It's not really clear from your email, but you should only use attachments
on the client.  They're fairly useless on the server since they're not frame
accurate. On the client they are frame accurate, though they're calculated
only AFTER the model has been drawn.  On HL1, everything connected to
attachment points were tagged as being partially transparent, which would
guarentee the correct evaluation order.

For player attachment points, their weapon's attachment points can/will
override any built-in player attachment point calculations.  This is so that
the same attachment point index can be used when connecting to either a view
model or world model, even though they're in radically different places.

All undefined attachment points default to the model's "origin", which in
the case of the player is in the very center of their bounding box, 36 units
off the ground.  If your seeing this, you may be using the wrong index.
Attachment point indexes are 1 off when networking, so refer to attachment
points 1-4 on the server when you're trying to connect to the model's
attachment point 0-3.  Yes, this is confusing.

I'm not sure exactly what your bug is, but it's either "wrong index", which
is an easy fix, or you're asking for the value too soon in the rendering
loop, which is a harder problem.

-----Original Message-----
From: Michael [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 16, 2003 5:28 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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