In your view model class, find CalcViewModelView. You can change the eyePosition vector before it gets passed into SetLocalOrigin. ( or passed into the BaseClass if you have a custom view model class )
With that you can get an offset from the weapon and modify its onscreen position however you like. Eg, find a 'raised' and 'lowered' offset vector that you like and store those per weapon, and interpolate between them to fake the animation. I'd recommend making a cvar that contains a vector and shove that in so you can quickly see how its going to look ingame. This would just change the position of the model. If you want to angle the model up or down you would do a similar process but with eyeAngles. I think animating this would be a much better alternative, but if you are without artists then I suppose this is all you get. Matt -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Swires Sent: Wednesday, October 25, 2006 3:11 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Coded Ironsights Hello, I'm going to put this subject back up because I don't have skills as an animator or modeler to do this with. I want to have a similar system to what SMOD has where it offsets the view model by an angle (of some sort), but I am oblivious on how to do this myself. Any help with doing this will be greatly appreciated. - Stephen Swires (SteveUK) _______________________________________________ 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