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Alright, Thanks.

On 3/13/06, Teddy <[EMAIL PROTECTED]> wrote:
>
> 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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> > > please visit:
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> > > >
> > > >
> > >
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> > >
> > >
> > --
> >
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> >
> >
>
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