you need to compile the entity model with a bone that has the same name
as the corresponding bone on the player. and then you can set BoneMerge
to 'true'
This is how the 3rd person weapon models are attached to the player's
right hand.
Dan Clark wrote:
> 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
>>
>>
>>
>
>
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