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. _______________________________________________ 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

