> I use InvalidateBoneCache before calling CreateServerRagdoll > and don't work, still appears in Spawn point.
Did you try the other tests I mentioned? Do other server ragdolls appear in the right places in your mod? It's important to figure out which code is broken. You need to isolate the problem to a small section of code or data to make it easier to figure out what is wrong. If other server ragdolls can be created fine in your mod, then the problem is likely related to the state or implementation of the strider entity, not the server ragdoll code itself. > I tell you what I'm doing. I create a driveable strider in my > mod: Pilotable Strider Mod. > > I derived it from CPropVehicleDrivable and I use the > calculateIKlocks functions in npc_strider and c_strider. It would be a lot less complex if you derived CNPC_Strider from IServerVehicle and implemented the relevant vehicle stuff in the strider. Are you using a four-wheel simulation for the strider? (that's the main thing you gain by using CPropVehicleDriveable) How does the strider move? It's really hard to know what could be wrong - there isn't much information here. I'd want to step through CreateServerRagdoll in your mod in the debugger and see where the positions are wrong. But I can offer another guess - perhaps you are creating a four-wheel vehicle for the strider. But you aren't using the physics for that vehicle in your mod - you're just animating the strider and moving it like the NPC code does. So the strider ragdoll is synchronized to the position of the vehicle instead of the animated entity. Anyway, the easiest way to fix that would be to teleport the vehicle (or destroy it) before you create the ragodll. What is the movetype of your strider? I guess another simple way to check this is to do this: Physics_prop_ragdoll.cpp CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement ) { // comment out this line! //SyncAnimatingWithPhysics( pAnimating ); //... If that fixes the problem, then you've got some physics object attached to the strider that is causing the ragdoll to spawn at the other location. This shouldn't be possible if your movetype is MOVETYPE_VPHYSICS, but if you're using MOVETYPE_STEP then it's likely to be the problem. Jay _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders