just make another entity class (client only) that handles additional items/weapons. and update them depending on the state of the item, attaching to whatever you would like, ie: make an attachment point on your player models back so holstered rifles can go there.
Then you simply update them on the client only. On Sat, Jul 27, 2013 at 10:34 PM, Jan Hartung <jan.hart...@gmx.de> wrote: > Hi list,**** > > ** ** > > I’m trying to show special weapons attached to the player when they are > holstered so other players know that they are carrying that weapon. I have > already overridden ShouldDraw in our weapon class in order for the weapon > to be drawn even when it’s holstered – this is working. There is also an > attachment on the player which is meant to be the attach point for > holstered special weapons and an attachment of the same name on the weapon > world model. Said attachment is also not linked to the weapon_bone bone. > The holster code calls SetParent to make the weapon appear on the body > attachment and the deploy code parents it back to the weapon attachment.** > ** > > The problem here is that the weapon always stays attached to the weapon > attachment, which means that it looks like the player carries two weapons > when they are not carrying the special weapon. What am I doing wrong here > or is it just impossible to switch attach points for weapons?**** > > ** ** > > Jan**** > > ** ** > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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