Hi ho, I am having problems getting a func_breakable ceated in game to collide. I want to break it of course :} The model is visible, just can't figure out why it is not colliding.
Every thing with // Test has been added as a test and has been enable or diabled in every combination I could thnk of. LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE); // CSDE_MODEL "models/csdebomb.mdl" // #define CSDE_MODEL "models/crystal.mdl" #define CSDE_MODEL "models/player/agrunt/agrunt.mdl" // This should work as it works for a player extern Vector VecBModelOrigin( entvars_t* pevBModel ); void CSwarmCSDE::Spawn() { Precache(); SET_MODEL( ENT(pev), STRING(pev->model) ); // Need to do this to use VecBModelOrigin // Create a func_breakable to blow up. CBreakable *breakable = GetClassPtr((CBreakable *)NULL); breakable->pev->model = MAKE_STRING(CSDE_MODEL); // Used in SET_MODEL in CBreakable::Spawn breakable->pev->health = 500; breakable->pev->target = MAKE_STRING("csdemission"); breakable->pev->spawnflags = 0; // Test breakable->pev->effects = 0; // Test breakable->scenarioID = 0; // UTIL_SetSize(breakable->pev,Vector(-20,-20,-20),Vector(20,20,20)); UTIL_SetSize(breakable->pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); // Test Vector origint = VecBModelOrigin(pev); // Get origin of model UTIL_SetOrigin(breakable->pev, origint); breakable->Spawn(); // breakable->pev->solid = SOLID_BBOX; // Test // breakable->pev->movetype = MOVETYPE_NONE; // Test // UTIL_SetOrigin(breakable->pev, origint); // Test DROP_TO_FLOOR(ENT(breakable->pev)); // Drop to ground. // Create a swarm mission entity to award points etc ... <snip> UTIL_Remove(this); } _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders