FL_EDICT_DONTSEND should stop the prop sending any info to clients, but wouldn't you need to transmit the position of the weld point anyways?
I suppose you could send the weld position relative to the object just once, and you could calculate the position via that. In theory it should work, you might have some problems with the IPhysicsConstraint on a dormant entity, seeing how the code for it isn't in the SDK... but i'm sure you can find a way around it On 3/10/06, Garry Newman <[EMAIL PROTECTED]> wrote: > Just thought I'd check a couple of things before I wasted a few hours trying > it. > > If you make an entity FL_EDICT_FULLCHECK then have ShouldTransmit > return FL_EDICT_DONTSEND any clients that join the server will be > totally unaware of that entity - is that right? > > I'm considering doing something with welds in my mod. So when you weld > one prop to another PropA will become the master prop and PropB will > become the slave.. PropB won't send any network info.. but the client > will continually move it to the right weld position. > > There'll probably be a few problems with this since welds aren't 100% > solid.. but it should kind of work.. and if there's a network of props > solidly welded together we'd be able to work out the position using > just the position of one entity.. in theory (in reality it'd probably > become a huge bendy peice of crap so this probably won't work). > > Anyway. My question is.. how would you handle this? Would you send the > prop location every x seconds instead of not sending it at all - or > would you send it only when a client sees it for the first time since > the change.. > > garry > > _______________________________________________ > 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

