If you are using the OB engine, the way I would do it would be with a
particle system. All you would need to do is attach the system at origin. If
you want to attach it at an attachment point I believe you can do that by
defining the point in the model's QC file with the line:

$attachment <http://developer.valvesoftware.com/wiki/%24attachment> (name)
(bone name) (X) (Y) (Z) ["absolute"] ["rigid"] ["rotate" pitch yaw roll]


On Sat, Apr 4, 2009 at 9:52 AM, Yorg Kuijs <[email protected]> wrote:

> Hey list,
>
> I have some pickups that float around and stuff, they're hard to see and
> could do with some fancy effects, however it seems the effect won't move
> along with the model and for that I assume it needs an attachement to
> link it too?
> The problem is apperently information about attachements is very scarce
> and I have heard many modders/modellers complaining about it, so it
> seems I can't rely on my modeller to find it out, so I'm asking here,
> did any of you have this problem and if so how'd you fix it?
>
> I know for one that even newly created models that are based on
> grenades, seem to automatically have a fuse attachement that's used for
> the trail/glow effect, so attachements are added to some stuff
> automatically but apperently the modeller has no control over it and
> since the pickups don't have a standard attachement to them I have
> nothing to attach the effect to...
>
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