I got this working for dystopia, in the weapons Draw() function I
turned off the EF_BONEMERGE effect (bone merge will only merge with
the bone named in the w_ model, usually the right hand bone), then
making the weapon attach to a point on the players back. Note: I used
a hack in the baseentity code to set the m_iParentAttachment, rather
than redoing the whole FollowEntity() call again, as the weapon is
already following the player.


On 3/12/07, Jed <[EMAIL PROTECTED]> wrote:
Actually putting weapons on the players back was another thing I was
going to look at later so if you figure it out, let me know!

- Jed

On 12/03/07, Andrew (Bromfitsen) <[EMAIL PROTECTED]> wrote:
> --
> [ 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.
> --
>
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