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When you throw a grenade, the weapon is removed and a new entity is created.
Something like CBaseCSGrenadeProjectile. I don't think this entity shows up
in the edict list, so finding it might a little difficult from a plugin.
Grant
(L. Duke)
On 2/17/07, David None <[EMAIL PROTECTED]> wrote:
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> MRecipientFilter all_players;
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> all_players.AddAllPlayers(MAX_PLAYERS);
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> ...
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> int sprt = engine->PrecacheModel("sprites/lgtning.vmt", true);
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> CBaseEntity*trailygrenade=_VFUNCS._GiveNamedItem(pEntity->GetUnknown()->GetBaseEntity(),"weapon_hegrenade",NULL);
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> ...
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> tempents->BeamFollow(all_players,10,trailygrenade->entindex(),sprt,sprt,50,20,10,10,255,255,255,255);
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> 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)..
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> 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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