Heh, you're too late and no am not on the OB engine, me and my modeller pulled it off, mostly my modeller though, since he had to actually create the attachment, I just had to use it :P It works so that's that...
Thanks for the answering though. Michael Corsaro wrote: > 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] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders