We have a load out model that exists only on the client side and the weapon
model for this follows a player model... just elaborate on what it does, and
the code we use for that weapon setup is.

m_pLoadoutWeaponModel->FollowEntity(m_pLoadoutModel, true,
m_pLoadoutModel->LookupAttachment( "M1_Root" ));

It works perfectly for our stationary model, though it does play animations
and the weapon follows fine, the second parameter being the bone merge, and
third come to think of it I don't think M1_Root exists in any of our models
so that passes as an invalid attachment.  Hope that helps.

On Thu, Jan 22, 2009 at 1:20 AM, Tobias Kammersgaard <
[email protected]> wrote:

> Isn't the weapon world models something like this?
>
> /ScarT (hello Lasershock)
>
>
> 2009/1/22 Jed <[email protected]>
>
> > To my great dismay and embarrassment I can't seem to get this working...
> :(
> >
> > I want to make a client-side only model entity derived from
> > C_BaseAnimating to attach/detach to models. It's purely the server
> > side of the code doesn't need to know about it at all. I want to use
> > the bonemerge method to attach it to the model and then, when needed,
> > "drop it" as a normal vphysics entity on the client much like debris.
> >
> > Looking through the code, I thought c_gib might be a good place to
> > start but it seems overly simple. BaseCombatWeapon has the relevant
> > bonemerge methods but its both a client and server type entity.
> >
> > So my question is - whats a good template to use for a entity to
> > fulfill the following requirements:
> >
> > * Client side only as it's purely for visual.
> > * Uses FollowEntity and bonemerge to attach to an animating model.
> > * Can be detatched/dropped when needed.
> >
> > - J
> >
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