Take a look at the strider model/npc. He is the holy grail of what you are
looking for.

Chris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of abc def
Sent: Sunday, January 20, 2008 10:14 PM
To: [email protected]
Subject: RE: [hlcoders] How do I get $jointconstrain details?

--
[ Picked text/plain from multipart/alternative ]

how do i define the bones?
using the $jointcontrains?
in the hlmv, it shows the hitboxes, but in game, the player still can go
through...
> From: [EMAIL PROTECTED]> To: [email protected]> Subject: Re:
[hlcoders] How do I get $jointconstrain details?> Date: Sun, 20 Jan 2008
18:53:15 -0800> > --> [ Picked text/plain from multipart/alternative ]>
There's two ways to prevent people from going through your monster:> > 1)
Define a collision box that is big enough to contain your monster. (this> is
done in code)> 2) Define collision boxes for the bones on your monster, and
then use the> $bonefollowers option in your .qc file . This will allow the
player to walk> into the nooks and crannies of your monster while preventing
him from going> through his legs/arms.> > #1 is easiest method to do.> >
----- Original Message -----> From: "abc def" <[EMAIL PROTECTED]>>
To: <[email protected]>> Sent: Sunday, January 20, 2008 6:21
PM> Subject: [hlcoders] How do I get $jointconstrain details?> > > > --> > [
Picked text/plain from multipart/alternative ]> >> > I'm new using source, i
created a monster, but the collision box is is the> > center of the model,
where my player can just walk through its legs...> > I wonder if its because
I never include the bones in the monster...> > Plus, how do i get the
$jointconstrain details for my bones which i used> > 3DMAX> >
_________________________________________________________________> > Easily
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