I'm currently writing a melee weapon system for the mod I'm working on. It's going to work rather differently to way say the HL2 crowbar works in that instead of just whacking buttons to make your character do different attacks the movements of your mouse will determine how you attack. I've setup a system whereby the mouse is tracked client side and when an attack is made the information about what kind of attack it is is sent over to the server via a client-command (i.e. if it was a slash attack for a sword it'd send over a number identifying the attack and two other numbers giving the direction the mouse was moved in). I then use pose parameters to control the attack animation (so for example you can slash a sword in any direction you want).
The difficulty I'm having is in actually creating the weapon that will sit in the players hand and collide with things / effect physics objects etc. Currently I've coded a base melee weapon class (inherited from CBaseEntity not CBaseCombatWeapon) and I'm using bone followers to get a physics shadow which follows the weapon model. The weapon model follows the player's hand movement using the same method weapons inherited from CBaseCombatWeapon do (i.e. using the CBaseEntity::FollowEntity function which sets up a bone merge). Thus when the player makes an attack, the player model animation moves the weapon model and if it hits stuff the appropiate action can occur (i.e. if it hits a player damage calculations can be done, if it hits a physics object it could knock it over etc). However when I use a bone follower to create a physics shadow which follows round the weapon model I'm told the server is stuck on the sword model the player is carrying and hence the player model can't really move anywhere. If I stand next to a physics object and equip the sword I can knock over the object so it works in one respect.
Does anyone know what would be cause the server to be getting stuck on the sword model and how I could fix this? Also is this the best way to do what I want (namely I'm using a bone follower which creates a physics shadow, to follow round a model bone merged to a players hand so the model can interact with physics objects etc)? I'm not particular familiar with Source's physics system yet so I could be going completely the wrong way about this.
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