I have a flag prop which, when picked up by the player, is supposed to hover
over their head. Unfortunately, setting the player as the parent of the flag
causes the flag to rotate with the player's view. Is there any way to attach
it to the player's position without preserving the player's ro
You can override the render angles on the client.
--
Jorge "Vino" Rodriguez
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Uh... How would I do that? To clarify, I mean that the flag rotates *around
the player*. As in, it hovers 100 units above the player's head when the
player is looking forward, and if the player is looking straight down it hovers
100 units directly in front of the player. It rotates with the
_dynamic_ornament or
prop_ornament as I recall.
Jay
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> Kohan Venets
> Sent: Saturday, July 04, 2009 10:57 PM
> To: hlcoders
> Subje
10:57 PM
> To: hlcoders
> Subject: Re: [hlcoders] Unintended Rotation of Parented Props
>
>
> Uh... How would I do that? To clarify, I mean that the flag
> rotates *around the player*. As in, it hovers 100 units
> above the player's head when the player is looking for
.@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Stelly
> Sent: Sunday, 5 July 2009 4:13 PM
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Unintended Rotation of Parented Props
>
> I'm not looking
y, July 06, 2009 11:45 AM
To: "hlcoders"
Subject: Re: [hlcoders] Unintended Rotation of Parented Props
>
> (Sorry, forgot to rename the reply ^^;)
>
> FollowEntity(pPlayer, false) produces no different effect, and using
> 'true' puts the flag at the base of the pla
nfo/hlcoders
>
> --
> From: "Kohan Venets"
> Sent: Monday, July 06, 2009 11:45 AM
> To: "hlcoders"
> Subject: Re: [hlcoders] Unintended Rotation of Parented Props
>
>>
>> (Sorry, forgot to rename the reply ^^;)
>>
>> FollowEntity(pP
You can find all names of bones and attachments using HLMV, under bones and
attachment tabs respectively.
~M
> FollowEntity(pPlayer, false) produces no different effect, and using 'true'
> puts the flag at the base of the player, and it still rotates with the
> player's view, albeit around that
I have a similar problem. I did this in the episode1 code and it worked
perfect. It didnt care about the player's pitch. But now when I moved over
to OB I have the same problem as you do.
2009/7/7 Michael Chang
> You can find all names of bones and attachments using HLMV, under bones and
> atta
] Unintended Rotation of Parented Props
>
> I have a similar problem. I did this in the episode1 code and it worked
> perfect. It didnt care about the player's pitch. But now when I moved over
> to OB I have the same problem as you do.
>
>
> 2009/7/7 Michael Chang
>
code and it works fine :X
>
> -Kohan
>
>
>
> > Date: Tue, 7 Jul 2009 23:16:32 +0200
> > From: fridell.e...@gmail.com
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Unintended Rotation of Parented Props
> >
> > I have a similar prob
That's not quite what I meant, but if it works, good.
I meant to put similar code in the client-side portion of the flag entity.
For example, here's something out of my game:
int C_InfoObjective::DrawModel( int flags )
{
Vector vecDirection = CurrentViewOrigin() - GetAbsOrigin();
QAngle a
Ah, that is a much better solution. I will do that instead. Thank you.
2009/7/8 Jorge Rodriguez
> That's not quite what I meant, but if it works, good.
>
> I meant to put similar code in the client-side portion of the flag entity.
> For example, here's something out of my game:
>
> int C_InfoObj
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