-- [ Picked text/plain from multipart/alternative ] The Entities wouldn't be too hard, and a smaller poly-count would certainly help, as well as a division system. Basicly, make either the coin entity choose the model/number of coins given, or make a different ent for each level of coin division, then spawn the divisions based upon # in the EventDeath() Function mentioned earlier.
On 5/26/07, Joshua S. <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I can see a problem when spawning alot of coins. Wouldn't there be a lot > of > lag? What if the polygon count on the coin model was small (like 8), would > it make a difference? > > Would a division system be hard to implement? Like if a guy was worth 57 > coins, it'd spawn 13 coins (11 being worth 5 coins instead of 1). > > On 5/26/07, Andrew Ritchie <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I'd suggest looking at how the health packs are done in HL2, it's > > practically going to be the same way health is handled for the player > and > > instead of NPCs dropping the health packs it will be other players. > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

