MRecipientFilter all_players;
all_players.AddAllPlayers(MAX_PLAYERS);
...
int sprt = engine->PrecacheModel("sprites/lgtning.vmt", true);
CBaseEntity*trailygrenade=_VFUNCS._GiveNamedItem(pEntity->GetUnknown()->GetBaseEntity(),"weapon_hegrenade",NULL);
...
tempents->BeamFollow(all_players,10,trailygrenade->entindex(),sprt,sprt,50,20,10,10,255,255,255,255);
Ok, basically this gives me a grenade that is supposed to be a
"trail-y" grenade. It works fine at first. I get the grenade, and
everywhere I go, I leave a trail. When I throw the grenade, the trail
stops. The trail isn't stuck to my entindex (after I throw the grenade
it disappears), but apparently the grenade changes it's entindex, or
spawns another entity once I fire the "weapon_fire" event. I'm just
wondering if there's any way I can somehow catch the newly spawned
entity (or get any clarification as to how this system actually works)..
Obviously, I would like the trail to follow the grenade AFTER it's thrown (kind
of like in HL2). I'm pulling my hair out here. ;(
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