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
> > > --
> > >
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> > >
> > >
> >
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> >
> >
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>
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