I added the following an extension to FollowEntity in
game_shared\baseentity_shared:

//STEVE ADD
void CBaseEntity::FollowEntityOffset( CBaseEntity *pBaseEntity, int
iParentAttachment, bool bBoneMerge , Vector offset_pos, QAngle
offset_ang) {
        if (pBaseEntity)
        {
                SetParent( pBaseEntity , iParentAttachment);
                SetMoveType( MOVETYPE_NONE );
                
                if ( bBoneMerge )
                        AddEffects( EF_BONEMERGE );

                AddSolidFlags( FSOLID_NOT_SOLID );
                SetLocalOrigin( offset_pos);
                SetLocalAngles( offset_ang );
        }
        else
        {
                StopFollowingEntity();
        }
}


Seems to work OK...if I could only get the models to stop floating..

On Sun, Mar 29, 2009 at 10:16 PM, Dan Clark <[email protected]> wrote:
> Is there also a way to set an offset on it to position it, lets say in
> front of the player so you can see it in first person?
>
> Ryan Sheffer wrote:
>> Definitely use FollowEntity, it sets the parented flag for the client so the
>> entity will be predicted client side.
>>
>> On Sun, Mar 29, 2009 at 10:00 AM, Dan Clark <[email protected]> wrote:
>>
>>
>>> Well I am using setabsangle, and that doesnt have any lag issues. Im
>>> going to try these examples. Thanks!
>>>
>>> Best regards,
>>>  Dan
>>>  http://www.lnxmad.com
>>>
>>>
>>>
>>> Yaakov Smith wrote:
>>>
>>>> That's wierd. FollowEntity in Orangebox follows position, but in the SDK
>>>> Beta (Orangebox), it follows position and angles.
>>>>
>>>> -----Original Message-----
>>>> From: [email protected]
>>>> [mailto:[email protected]] On Behalf Of Minh Le
>>>> Sent: Sunday, 29 March 2009 1:34 PM
>>>> To: Discussion of Half-Life Programming
>>>> Subject: Re: [hlcoders] Model Entity attached to play
>>>>
>>>> I think the difference between SetParent and FollowEntity is that
>>>> SetParent will follow the parent's position AND angles. You can also
>>>> specify it to follow a particular attachment or bone.
>>>>
>>>> Just do a search for both functions and you should find some good
>>>> examples of them being used in the SDK
>>>>
>>>> Yaakov Smith wrote:
>>>>
>>>>
>>>>> Well, I've never use setparent, but you can use FollowEntity. For
>>>>>
>>> example
>>>
>>>> in
>>>>
>>>>
>>>>> Tony's chatbubble code, he uses:
>>>>>
>>>>> pBubble->FollowEntity(this,false);
>>>>>
>>>>>
>>>>> -----Original Message-----
>>>>> From: [email protected]
>>>>> [mailto:[email protected]] On Behalf Of Dan Clark
>>>>> Sent: Sunday, 29 March 2009 12:43 PM
>>>>> To: Discussion of Half-Life Programming
>>>>> Subject: Re: [hlcoders] Model Entity attached to play
>>>>>
>>>>> Hmm. Right now I am using SetAbsOrigin(playerorigin + offset); So I
>>>>> can just use SetParent(player)? (pseudo) or Follow Player?
>>>>>
>>>>> On 3/28/09, Yaakov Smith <[email protected]> wrote:
>>>>>
>>>>>
>>>>>
>>>>>> Or you can use FollowEntity
>>>>>>
>>>>>> -----Original Message-----
>>>>>> From: [email protected]
>>>>>> [mailto:[email protected]] On Behalf Of Minh Le
>>>>>> Sent: Saturday, 28 March 2009 1:46 PM
>>>>>> To: Discussion of Half-Life Programming
>>>>>> Subject: Re: [hlcoders] Model Entity attached to play
>>>>>>
>>>>>> Are you using SetParent?
>>>>>> I've attached entities to my player via "SetParent" and they don't
>>>>>> jitter at all.
>>>>>>
>>>>>> Olly wrote:
>>>>>>
>>>>>>
>>>>>>
>>>>>>> Is it predicted and you didn't write a client side version? or the
>>>>>>>
>>>>>>>
>>>> client
>>>>
>>>>
>>>>>>> side version isn't the same
>>>>>>>
>>>>>>> 2009/3/27 Dan Clark <[email protected]>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> I am trying to attach a model entity to a player. I want it to follow
>>>>>>>> the player in a sense. I have it working but when the player moves,
>>>>>>>>
>>> the
>>>
>>>>>>>> entity jitters back and forth. Anyway to fix this?
>>>>>>>>
>>>>>>>> --
>>>>>>>> Best regards,
>>>>>>>>  Dan
>>>>>>>>  http://www.lnxmad.com
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> 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
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>> _______________________________________________
>>>> 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
>>>
>>>
>>>
>>
>>
>>
>
> --
> Best regards,
>  Dan
>  http://www.Lnxmad.com
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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