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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