-- [ Picked text/plain from multipart/alternative ] Is this a multiplayer mod? When moving a part of the hand, you'll want to do traces, and see if that action is actually possible ...if you want all movement to be possible, you should research how the viewmodel is rendered and render it that way (closer on the z axis)
On 2/13/06, Meow Mew <[EMAIL PROTECTED]> wrote: > > This is a continuation of my problems involve with getting a data glove > controlling a ragdoll simulated hand model. To catch up, I've been > following advice from Jay Stelly so far, and have no problems thus far > with > any of his solutions to controlling bones. The recurring problems seem to > be with spawning and creating a working model however. > > Okay, here's the problem. I need a model to follow the player as his > arm/hand, and I need to manually edit it's bone data via ragdoll. Here's > my > process I went through and the problems I'm now faced with. > > Sounds generally simple enough, until I realized that the player model > rotates in a way unlike what you see. The view model class is setup to > follow the player's eye positions and angles much more accurately (as > opposed to the GetAbsAngles), and it takes in weapon models to set as it's > own whenever you switch weapons. So you never really switch weapons > entities, you just play a Holster animation then swap models on the same > entity. So in order to follow the player, I thought to try to make the > entity a weapon. I then realized I cannot control animations. The view > model > is an obnoxious entity that over-rides the playing of sequences from > anything derived from BaseCombatWeapon. > > So I made my own entity to get started on some trial and error. I created > an > client-side only entity that derived from C_ClientRagdoll. I initiated and > spawned it through my player's spawn. > > So I took my own entity and tried to follow the example of the view model > to > follow the player's position. Annoyingly, the CalcViewModelView function > on > the player is not virtual and the base player has the classname for the > view > model in it's header, so my personal player class has no control over that > function (without editing base player, and I'm trying to avoid for Valve > updates). In the end, I could make my own CalcView and ItemPostFrame > functions to send my new entity the current status of the view model. When > the game runs however, the position of my model stutters and does indeed > follow the player, but in a jumpy fashion. I was wondering if I had to do > something server-side, but I have no idea what. First problem is, how do > you > get something that is not a weapon to follow the player accurately without > having stutter? > > The other problem I'm having is collision. I expected collision to just > follow the model around appropriately. It turns out that when I bump > things > with my hand, which does indeed have tested collision models, nothing > happens. The hand model just goes through objects. Is this because I'm > updating the position of my model to follow the player? Is it instead > because it is inside the player's bounding box and decides to no longer > trace collision? How can I get my model to collide and push things down > when > I bump them? The movetype, movecollide, and collision groups have been > played with a bit, but I'm not sure what combination will do what. It > seems > no matter what I try, when the arm is following my player around, nothing > can collide with it. > > Code is available upon request if anybody understands or wishes better > comprehension of the problem. > > Please give me a hand, there's a deadline coming that is going to kill me. > > _________________________________________________________________ > Don't just search. Find. Check out the new MSN Search! > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

