Yeah, that does seem to be the problem, because the code used in the Ep1 iteration of the mod uses the same code and it works fine :X
-Kohan > Date: Tue, 7 Jul 2009 23:16:32 +0200 > From: [email protected] > To: [email protected] > Subject: Re: [hlcoders] Unintended Rotation of Parented Props > > I have a similar problem. I did this in the episode1 code and it worked > perfect. It didnt care about the player's pitch. But now when I moved over > to OB I have the same problem as you do. > > > 2009/7/7 Michael Chang <[email protected]> > > > You can find all names of bones and attachments using HLMV, under bones and > > attachment tabs respectively. > > > > ~M > > > > > > > > > FollowEntity(pPlayer, false) produces no different effect, and using > > 'true' > > > puts the flag at the base of the player, and it still rotates with the > > > player's view, albeit around that point (the player's feet). > > > > > > I would try the SetParentAttachment thing, but I have no idea what any of > > > the skeleton's bones are called :(. Do you know where I could get info > > on > > > the skeleton bone names? > > > > > > -Kohan > > _______________________________________________ > > 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 > _________________________________________________________________ Lauren found her dream laptop. Find the PC that’s right for you. http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

