if I was to call the when the player press fire, is it too early in the
rendering loop? Anyways, I might was well use offsets as mazor recommended.


Ken Birdwell wrote:


It's not really clear from your email, but you should only use attachments
on the client.  They're fairly useless on the server since they're not frame
accurate. On the client they are frame accurate, though they're calculated
only AFTER the model has been drawn.  On HL1, everything connected to
attachment points were tagged as being partially transparent, which would
guarentee the correct evaluation order.

For player attachment points, their weapon's attachment points can/will
override any built-in player attachment point calculations.  This is so that
the same attachment point index can be used when connecting to either a view
model or world model, even though they're in radically different places.

All undefined attachment points default to the model's "origin", which in
the case of the player is in the very center of their bounding box, 36 units
off the ground.  If your seeing this, you may be using the wrong index.
Attachment point indexes are 1 off when networking, so refer to attachment
points 1-4 on the server when you're trying to connect to the model's
attachment point 0-3.  Yes, this is confusing.

I'm not sure exactly what your bug is, but it's either "wrong index", which
is an easy fix, or you're asking for the value too soon in the rendering
loop, which is a harder problem.






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