take the head and neck bones from the player, and use them to envelop
the model.
then use FollowEntity, and bone merge it.


On Nov 11, 2007 10:11 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
> In the QC file a modeller will define a location on the model that moves
> with a bone specified in the attachment command. Then in code you can use
> Attachment functions of CBaseAnimating baseclass to get a location ever
> think of this attachment and move the party hat to this angle and location.
>
> Chris
>
> ----- Original Message -----
> From: "Kori" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Sunday, November 11, 2007 10:07 PM
> Subject: Re: [hlcoders] Adding extra model on player's head
>
>
> > Sounds like you want an Attachment. I don't know anything about Modeling.
> > But i think you want something like the Silencer on the M4 in counter
> > strike.
> >
> > ----- Original Message -----
> > From: "Adam Maras (memzero)" <[EMAIL PROTECTED]>
> > To: "hlcoders" <[email protected]>
> > Sent: Sunday, November 11, 2007 9:59 PM
> > Subject: [hlcoders] Adding extra model on player's head
> >
> >
> >>I need to put a custom model (party hat!) on the heads of the players of
> >> my mod. Someone's building the model for me right now; I (being rather
> >> new to Source) need to figure out how to put this hat atop the heads of
> >> my players. Of course, soon enough, the hat will be sort of unlockable,
> >> so I don't want to make it part of my player models, I want to add the
> >> model to my players' heads at runtime. It doesn't need to affect phys or
> >> weapons, and I don't really want it to be part of the structure of the
> >> player. It just needs to show up and not affect gameplay. Can some kind
> >> soul help me?
> >>
> >> //   Adam Maras (memzero)
> >>
> >> _______________________________________________
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
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> >
>
>
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>



--
-omega

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