• Moving flashlight with camera when using CalcView
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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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