Sorry for the late answer. I haven't been online lately. Indeed, it looks like attaching the player model to an attachment on the vehicle should work, but I can't test it right now.
On the other hand, from what I can see in this Doxygen repository of the SDK source, there's nothing wrong with the SetParent() function on CBaseEntity... If there is indeed a bug in the function that needs to be fixed, would you mind being a tad more specific on what is it? Thanks in advance. > 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 model= > s > > 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 simp= > le > > 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 gro= > und > > (starts climbing a slope, jumps into the air, flips over or whatever), th= > e > > 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 mak= > e > > it look at least a tad realistic. I have tried with EF_BONEMERGE, which > > seems to make no effect (=BF?) 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 =3D ( 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" Mart=ED > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, pl= > ease 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

