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[ Picked text/plain from multipart/alternative ]
that m_iParentAttachment, is that only for a player? Or for every physics
objects, because in my Stickylauncher, it works and everything, though in
multiplayer when you shoot someone else, it sticks to them, and they are no
longer able to move. Do you think that m_iParentAttachment being set with
SetParent(); would work?

Thanks

-Kramer

On 3/13/06, Teddy <[EMAIL PROTECTED]> wrote:
>
> I did this just yesterday, as it happens. You just gotta set the
> m_iParentAttachment when you SetParent() to make it align to that
> attachment point. I made a small hack function in cbaseentity so i
> could change this, as the SetParent( ent, attachindex) dosen't seem
> function correctly
>
> On 3/13/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Over the last few days, I've been trying to get third person player
> models
> > to work when inside of vehicles.
> > As you may know, original HL2 has no support for this whatsoever (there
> > isn't even a third person player model for our dear Gordon Freeman), so
> > there is a small bit of coding work to get all the animations working
> > properly. Either way, that's working already: As you may have guessed by
> the
> > title, my main concern is to make the animated model follow the vehicle.
> >
> > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a
> simple
> > SetParent() which doesn't work as it should. Yes, the player model moves
> and
> > rotates together with the vehicle, but as soon as the car leaves flat
> ground
> > (starts climbing a slope, jumps into the air, flips over or whatever),
> the
> > player model is stuck in its original position, just like if the car was
> > still on flat ground.
> >
> > Obviously, I need a better way to "glue" the player to the vehicle to
> make
> > it look at least a tad realistic. I have tried with EF_BONEMERGE, which
> > seems to make no effect (¿?) and with a fixed physics constraint, which
> > makes it look buggy and jittery as hell.
> >
> > My last idea was a IPhysicsMotionController, just like the one that the
> > gravity gun uses, as I found this line in player.h:
> >
> > PFLAG_VPHYSICS_MOTIONCONTROLLER = ( 1<<4 ),    // player is physically
> > attached to a motion controller
> >
> > ...although I don't know how efficient would this be.
> >
> > Plus I'm sure that there must be a much cheaper, easier way around it.
> > So, any input on what would be the best approach to this problem is
> > appreciated, before I spend my whole afternoon messing with the motion
> > controller...
> >
> > Thanks in advance.
> >
> > --
> > Vincent "Tanoku" Martí
> > --
> >
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> >
> >
>
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