Yes my model has bones. (now...)
//more ditail
void setLimit(VECTOR* vec1, VECTOR* vec2);
//a new vector
VECTOR temp_head;
//a define for bodyparts
#define bodyPart skill1
STRING* head_mdl = "head.mdl"; // head
STRING* torso_mdl = "torso.mdl"; // upper body
STRING* abs_mdl = "abs.mdl"; // middle body
STRING* pelvis_mdl = "pelvis.mdl"; // lower body
STRING* leftarmup_mdl = "arm_up_left.mdl"; // left arm
STRING* leftarmdown_mdl = "arm_down_left.mdl";
STRING* rightarmup_mdl = "arm_up_right.mdl"; // right arm
STRING* rightarmdown_mdl = "arm_down_right.mdl";
STRING* leftlegup_mdl = "leg_up_left.mdl"; // left leg
STRING* leftlegdown_mdl = "leg_down_left.mdl";
STRING* rightlegup_mdl = "leg_up_right.mdl"; // right leg
STRING* rightlegdown_mdl = "leg_down_right.mdl";
function ragdoll1
{
//So the vec_for_bone...:
//first the head
vec_for_vertex(temp, temp_head, 23);
temp_head = ent_create(head_mdl, temp, 0);
//I think that cold work as limit
setLimit(vector(0,1,0), vector(-40,40,0));
BodyPartInit(25, temp_head);
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Cold that work?
Last edited by MDMDFSS; 05/13/09 19:41.