by Urre » Wed Apr 02, 2008 4:10 pm
Surely.
Spawn two entities, one for player, another for weapon. In the player's postthink code, do a setorigin on the weapon model to the players origin, and after that make it have the same .angles and same .frame as the player.
Now the tricky part:
All weapons must have the same amount of frames as the playermodel, with the weapon positioned to the players hand, properly aligned and everything, each frame. That takes a little work, but if you're familiar with QME, it shouldn't be hard at all.
This makes the weapon follow the player around, and look as if the player is holding it properly no matter the animation.
I was once a Quake modder