I'm having, and have been having, a terrible time trying to attach
(InputSetParentAttachment through Hammer usually) the SmokeStack particle
effect to a custom model.

Here's what I'm looking to achieve: We have smoking characters who MUST have
smoke coming from their cigarette or mouth when they exhale. This is a
requirement basically for grant money for the most part, so there are no
sidesteps to this visualization. We've opted to have the exhale from the
mouth only for now. Baby steps. Also, we're going to need fire on a lighter,
which is having the same problem... but, baby steps.  All my below examples
are referring to using the SmokeStack entity on a custom model for the most
part.

The problem: When you attach a particle effect to an attachment point on the
model (after parenting of course), it WILL NOT UPDATE it's position after
the initial move. Yes, particles are emmitting. Yes, they went to the
attachment location. However, when the model animates or moves, the particle
effect continues to emit only at the location the attachment point was when
first attached. The emmitter doesn't follow or update it's position as the
attachment point moves around. Particles just simply continue to emit from
the same spot even though it should move.

Quirks:
1) This problem does NOT occur in debug mode, only release mode. In debug
mode, everything is fine. This makes it incredibly difficult to accurately
trace. Also, I can't find any #ifdef __DEBUG or anything of the sort that
would make the slightest difference.

2) This problem has happened on HL2 models such as Breen or Alyx. When these
characters are moved around in Hammer for their spawn location, sometimes
the problem goes away unexplicably. I have not yet had the problem go away
on custom models.

3) Turning on wireframe mode and walking around bends and corners can bring
you to a different visleaf where the particles stop rendering. When you
return to the visleaf which renders the particles, the position of the
emmitter DOES update to the location of the attachment at that time. It does
not continue to update in any fashion however afterwards, but just stays at
the location it was in when you returned to that visleaf.

Plea: Please somebody give me a hand with this. I've tried as much as I can
think of, but the attachment follow code just simply goes back to
BaseEntity, which is where it works for everything else that isn't a
particle. I've already looked at the grenades that emit smoke and have the
smoke follow the grenades around, but the code seems completely identical to
the smokestack, or at least I'm not seeing something of key importance.

Suggestions are welcome. I'll respond with how following that suggestion has
worked (even if I've already done it) to keep people well informed.

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