--
[ Picked text/plain from multipart/alternative ]
Alright, I guess I replied before i noticed the rest of you replied. Anyway,
howdo I use this FCAP_IMPULE_USE or whatever?

Well, what im asking is where and howdo I implement it?

Thanks for your help again. It is really appreciated.

On 4/18/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> Thank you so much, it works like a charm :D
>
>
> On 4/18/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ObjectCaps( void ) { return (BaseClass::ObjectCaps() &
> > FCAP_IMPULSE_USE); }
> >
> > your use should be called then..
> >
> > use DEFINE_ENTITYFUNC( OnTouch ) or just override Touch( CBaseEntity
> > *pOther
> > )
> >
> >
> > On 4/18/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Sorry, I guess I should be more specific.
> > >
> > > Basically I have a CItem_Item_Barrel : public CPhysicsProp{}, I
> > basically
> > > want to have it, so when a player
> > > goes next to the barrel prop. And uses the IN_USE Key, that the barrel
> > > will
> > > do something.
> > >
> > > I have a function declared as void Use( CBaseEntity *pActivator,
> > > CBaseEntity
> > > *pCaller, USE_TYPE useType, float value );
> > > And it has a properly implemented body.
> > >
> > > In my void CItem_ItemBarrel::Spawn( void ) I call a SetUse( Use );
> > > and in my BEGIN_DATADESC( CItem_ItemBarrel )
> > >
> > > I have a DEFINE_USEFUNC( Use ),
> > >
> > > But I don't know, howto make it so that when the player presses the
> > IN_USE
> > > key it will activate my
> > > Use Function.
> > >
> > > OR, what I wanted to try to implement a OnTouch method but in
> > > BEGIN_DATADESC( CItem_ItemBarrel )
> > >
> > > There is no DEFINE_TOUCHFUNC( OnTouch ), So I was wondering either,
> > how to
> > > get my
> > >
> > > Use() function to work or howto define a touch function.
> > >
> > > I am not that familiar with this part of coding, I stayed mostly with
> > > weapons in my last mod.
> > >
> > > But is there a way, that I could have something like class
> > > CItem_ItemBarrel
> > > : public CPhysicsProp : public CItem{}
> > >
> > > In which I could have my barrel be a PhysicsProp and an Item.
> > >
> > > Thanks for any help. And sorry for being so vague before, I wasn't
> > with
> > > the
> > > code when I sent it.
> > >
> > > -Kramer
> > >
> > >
> > > On 4/18/06, Physical Mayhem Bug <[EMAIL PROTECTED]>
> > wrote:
> > > >
> > > > SetTouch
> > > >
> > > > At 2006/04/18 12:24 PM, Michael Kramer wrote:
> > > > >--
> > > > >[ Picked text/plain from multipart/alternative ]
> > > > >In the SDK, howdo I define a OnTouch function?
> > > > >
> > > > >Or actually, it would be better if I could define a On_Use
> > Function.
> > > > >
> > > > >I can't seem to figure it out. The only one I could see being used
> > was
> > > > >Think, which
> > > > >doesn't help me.
> > > > >
> > > > >
> > > > >Thanks for any help
> > > > >
> > > > >-Kramer
> > > > >--
> > > > >
> > > > >_______________________________________________
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> > > >
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> > > > please visit:
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> > > >
> > > >
> > > --
> > >
> > > _______________________________________________
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> >
> > > please visit:
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> > >
> > >
> >
> >
> > --
> > ts2do
> > --
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
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