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 > > > > _______________________________________________ > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

