Yes, I've used it in my script too.
The script for the entity which is attached is...:
function testsubjekt_orientierung()
{
ANGLE bone_angle;
VECTOR bone_vec;
VECTOR ent_vec;
while(1)
{
vec_for_bone(bone_vec,TEO,"Rezeptor");
ang_for_bone(bone_angle,TEO,parentname);
if((teo_animframe_counter>=4)&&(teo_animframe_counter<=9))
{
vec_for_bone(ent_vec,my,"TargetPoint");
my.x = -(ent_vec.x-my.x)+bone_vec.x; a = my.x;
my.y = -(ent_vec.y-my.y)+bone_vec.y; b = my.y;
my.z = -(ent_vec.z-my.z)+bone_vec.z; c = my.z;
ent_bonereset(my,"TargetPoint");
ent_bonerotate(my,"TargetPoint",bone_angle);
}
else
{
vec_for_bone(ent_vec,my,"TargetPoint1");
my.x = -(ent_vec.x-my.x)+bone_vec.x;
my.y = -(ent_vec.y-my.y)+bone_vec.y;
my.z = -(ent_vec.z-my.z)+bone_vec.z;
ent_bonereset(my,"TargetPoint1");
ent_bonerotate(my,"TargetPoint1",bone_angle);
}
wait(1);
}
}
...
You've also to know...:
var teo_animframe_counter;
ENTITY* TEO; //TestEnvironmentObject
...and that the command "ent_bonemove" (
http://www.conitec.net/beta/aent_bonemove ) didn't work in here. (Don't ask me why ;D)
The problem is: the "testsubject"-entity is avery frame set on a chosen bone but this bone is animated and in the second part of the animation the testsubject moves partly like the animated bone but not direct there where it should move. It moves a bit next to the animated bone.
Edit: I know now what the problem with the "ent_bonemove"-command was... I didn't assign the vertexes to the bone.

But now I got another problem: The testsubject is always set by the false vector.