I think I should go rewrite the gun....
Thanks for the suggestions, I was using bits and pieces of the shotgun code,
now I'm going to go restart and use the RPG code instead. I think that the
gun should just spawn an npc_headcrab at the barrel end. For a model, I'm
using the shotgun with a tube attached to it, leading to a Headcrab canon
shell on the player's back.

On Wed, Nov 26, 2008 at 4:36 PM, Tom Leighton
<[EMAIL PROTECTED]>wrote:

> Or even firing a headcrab model, and then when it hits someone or hits
> the ground spawn a headcrab NPC, set its angles and position, and then
> remove the older headcrab model.
>
> Jonas 'Sortie' Termansen wrote:
> > Living headcrabs? Sounds easy enough, simply spawn a headcrab and apply a
> > force in the shooting direction.
> >
> > From: "Steve Henderson" <[EMAIL PROTECTED]>
> >
> >> Trent,
> >>
> >> If you just want to fire something that "looks" like a headcrab (as
> >> opposed to acting like  one) then
> >> you could pursue changing the model file associated with the bullet
> >> object to the model file associated
> >> with the headcrab.  This could be as simple as copying and renaming
> >> the head crab model file so it gets picked up
> >> as the bulltet...or find the bullet class cpp file and add code to
> >> cache the head crab model file instead of bullet model file.
> >>
> >> If you actually want to throw down headcrab that have AI (so they
> >> start running around and attacking) then this is going to be a little
> >> harder.
> >>
> >> Steve
> >>
> >> On Wed, Nov 26, 2008 at 12:01 PM, Trent Reznor
> >> <[EMAIL PROTECTED]> wrote:
> >>
> >>> I'm trying to make a gun that fires headcrabs, and I can't figure out
> >>> how!
> >>> I'm new to coding for the source engine, so can anyone help me? I based
> >>> the
> >>> code off of the shotgun's code, because the models are similar, and
> >>> because
> >>> I need a secondary fire.
> >>>
> >>> Thanks,
> >>> Adam
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> >
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