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. > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please 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
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