m_iParentAttachment is used only for attaching to specific attachment points on the parent, things like the bomb on a players back in counterstrike. So it wouldn't be suitable for a sticky launcher, which needs to stick to random points on the model (depending where it hits)
On 3/14/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > -- > [ 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 > > > -- > > > > > > _______________________________________________ > > > 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 > > > > > -- > > _______________________________________________ > 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

