-- [ Picked text/plain from multipart/alternative ] I've been looking into this too, but the effect I wanted to go for was how CSS has holstered weapons show as being attached to the player body.
The way I figured it was done, was the Equip() function has the FollowEntity() set to the player, which by default uses bonemerging and adds the EF_BONEMERGE. I wasn't sure if by changing this to use an attachment, then on deploy and holster just changing the attachment to the hand or body location, would work out the way I was expecting. None of the tests I did worked but I may have missed something, plus I'm not sure if CSS just draws the weapon in a different location rather than acctually following a specific location on the players body. Should any of that have worked, I would have suggested that you just setup 2 attachment points 1 on each hand and attach the weapon back and forth as you switch hands. But it seems that either I missed something crucial ( ie. the bone merge in QCs is un counterable) or weapons just don't like attachements over bonemerging. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

