I need to bump this back up. When I use this, it DOES follow the player, 
but the angles are all over the place. Ideally I want the entity to 
simulate a weapons movement where it is like an attachment and rotates 
accordingly if that makes sense.

Steve Henderson wrote:
> 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
>>
>>
>>     
>
> _______________________________________________
> 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


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