I updated the wiki with a breakdown of the how to use the Commentary System.
        http://developer.valvesoftware.com/w/index.php?title=Commentary_System
        http://developer.valvesoftware.com/wiki/Point_commentary_node
It's all contained within the game & client DLL, so you'll need to merge with 
the upcoming SDK update to be able to use it in your mod.

As you folks have guessed, the current & max number of commentary nodes is 
automatically generated based upon their order within the commentary txt file.

Robin.

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern" 
Mckern
Sent: Saturday, October 29, 2005 7:14 AM
To: [email protected]
Subject: Re: [hlcoders] Lost Coast Commentary System

I think it’s in the little status bar down the
bottom of hammer, and it’s the origin vector in the
code. Right?

---

Yes

---

Also, the numbers would relate to when the designer
placed the node.

Its like spawn points, the first spawn will always
spawn the first player, and spawn points there after,
will spawn the next set of players for that round - in
the tree that they are placed.

The .MAP (or .VMF) is hiarcy controlled, and the
highest placed entity, is always used first.

Adam


--- Draco <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I think its in the little status bar down the bottom
> of hammer, and its the
> origin vector in the code. right?
>
>
> --
> Draco
> --
>
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--------

My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net/
      Developer of CST and ZHLT 3.0 http://www.zhlt.tk

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