I know we've talked about attaching things to the player a few months ago. However, I'm still struggling with attaching a model to the player so that I can position it at a set location *in the player's view*
Here are some things I tried: 1) Manual offset from the player: In the following entity's MoveThink, I update the new pos. This works well, but is jittery (as discussed in the list earlier) 2) Attaching to the player: I made an attachment point coincident with the player's eyes. You can fire up the player.mdl in the model viewer and all looks well--the attachment point is right between the eyes. I can also attach stuff to this point. However, when I move the mouse to look up and down, this attachment point doesn't stay centered in the player's view. Instead, the eye attachment moves away from the eye/camera point (as you look down) and behind the eye/camera point; this is because the player is rotating about the feet. This can be clearly seen by watching in thirdperson view. I've tried all sorts of options on following the player, maintaining offsets, etc. 3) Attaching to a weapon: I had more success with this approach. I added an attachment point to a weapon, and then attached the model to this. This kills the jitter mentioned in (1) above. I can use offsets to move the following object around--But there appears to be a small induced angle about the Y axis of the weapon, so my following entity doesn't stay in the same spot as I look up and down. When I look down, the attached model drifts to the left, and when I look up the model drifts to the right. When I display the attachment points (for example the tip of the crowbar), these points don't show on the rendered crowbar tip, but rather down close to the center of the player, near the crowbar that is visible in thirdperson view. I think I'm missing a fundamental concept in viewmodels. Does anyone have any ideas on how I can slave a model the the player's viewmodel so that it always appears to float in the same spot from the first person view (no matter where the player looks) and is jitter-free? It would also be nice to tweak the offset of this slaved object at runtime. Thanks! Steve ` _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

