I'm using a CalcView hook to move my camera including the view model.
Now that part works well, except the flashlight doesn't move with the camera.
So my question is: how do I move the flashlight?
I can probably use any hook that can change the camera given a new origin+angles, whatever works.
The whole thing is rather complex so I boiled it down to this example:
[lua]
hook.Add("CalcView", "blergh", function(ply, origin, angles, fov)
origin = origin+angles:Right()*100
return {
origin = origin,
angles = angles,
vm_origin = origin,
vm_angles = angles,
fov = fov,
}
end)
[/lua]
EDIT: I realized it wasn't possible to move the physgun beam so it doesnt go all freaky, so I decided to switch to RenderScene and render twice there:
- once for the backgound
- once for the foreground, with reduced z plane
The plan for the foreground is to only render models, which is another thing I need to figure out :)
Failing that, I'll just move them to a place with no textured brushes nearby or something...
The result is obviously:
- 2 viewmodels (i know how to get rid of the additional one)
- 2 physgun halo sprites (I'm not quite sure how to get rid of the 2nd sprite)
- 2 flashlights (I have absolutely no idea how to move them)
[IMG]http://i.imgur.com/XA32h.jpg[/IMG]
[SUP][url=http://www.wiremod.com/forum/wiremod-addons-coding/30082-moving-flashlight-camera-when-using-calcview.html]Also posted on wiremod.com[/url][/SUP]
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