--
[ Picked text/plain from multipart/alternative ]
I call it in CViewRender::Render, like so:

// copy the normal view, we don't want to modify this
CViewSetup vRagdollView = m_View;

g_pLocalRagdoll->GetAttachment( g_pLocalRagdoll->LookupAttachment( "Helmet"
),
                                                vRagdollView.origin,
vRagdollView.angles );

// render it
RenderView( vRagdollView, false );

On 7/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I can do that.. The only thing I want to know is where do I need to call
> LookupAttachment so I can get the position and angles of the eyes....
>
> On 7/23/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I've also done this before, via a handle to the local players ragdoll
> when
> > they die and overriding the viewangles in the view setup code. The
> > clipping
> > thing isn't a problem as the view is setup to fade to black pretty
> > quickly.
> >
> > Might make a tutorial for it somewhere.
> >
> > On 7/23/06, Jed <[EMAIL PROTECTED]> wrote:
> > >
> > > We've had this in Ham and Jam for a while now and posted a vid of it
> > > in HL2MP here:
> > >
> > > http://media.putfile.com/First-Person-Ragdoll--FRAGDOLL
> > >
> > > The only problem is the default HL2 ragdoll physics doesn't do it
> > > justice and you really need to tweak them to set more realistic
> > > weights and contraints so that the body falls properly. The other
> > > issue is that when the eye viewpoint gets close to a surface it
> > > sometimes clips so you can see through it.
> > >
> > > Currently we have it set-up as a toggle so you can switch between
> > > first/third person ragdolls as you like.
> > >
> > > The code itself it fairly simple and just requires an extra 8 lines -
> > > mail me if you want it.
> > >
> > > - Jed
> > >
> > >
> > > > I did this a couple of weeks ago, it does look awesome (we'll be
> > > dropping
> > > > a video of it in a week or so). We managed it by using an attachment
> > on
> > > > the model that could be used to get position / orientation for the
> > > > observer view.
> > > >
> > > > A bit of fiddling with the observer code so it used the attachment
> > when
> > > > viewing a dead player rather than the normal FP method and roberts
> > your
> > > > mothers brother.
> > > >
> > > > The most important thing is to ensure that players keep a handle to
> > > their
> > > > ragdoll when they die (the from scratch sdk is broken in that
> respect)
> > -
> > > I
> > > > don't know what the HL2MP code is like for it, you'll also probably
> > want
> > > > server side ragdolls to really take advantage of it.
> > > >
> > > > Ging
> > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > I would love to keep the first-person-view when a player dies,
> > instead
> > > of
> > > > > a
> > > > > third-person-view over the ragdoll. (which would be fun when you
> > body
> > > > > flies
> > > > > through the air)
> > > > > It's quite hard I suppose, since a new entity, the ragdoll, is
> > created
> > > and
> > > > > you can't exactly get the position of the eyes of the ragdoll.
> > > > >
> > > > > Any idea's?
> > > > >
> > > > > Robbie
> > >
> > > _______________________________________________
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> > >
> > >
> >
> >
> > --
> > Lead Programmer for Resistance and Liberation
> > www.resistanceandliberation.com
> > --
> >
> > _______________________________________________
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> > please visit:
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> >
> >
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>
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>


--
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www.resistanceandliberation.com
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