What you're describing is the lack of a model being assigned to it. Off the top of my head, I *think* you can do what you want, but you'll have to grab the modelname from the first brush ent that you created, or do something like a template entity, and hide it in the map somewhere you can't normally see it, then just copy information from it, such as modelname when your entity is created. I know with quake you could use BSP objects for any entity as a model (The health/ammo etc were BSP objects.) -Tony
On Tue, Apr 1, 2008 at 5:08 PM, Aditya Gaddam <[EMAIL PROTECTED]> wrote: > Hi, > > I am trying to make copies/instances of this panel I made in hammer in > my map. I followed > http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and > gave the panel the class specified in the tutorial and then used the > code in my mod. I was able to push the block around like the code > says. However, if I create more using CreateEntityByName, I don't see > anything. The returned object from CreateEntityByName is NOT null. I > called Spawn() and Activate() on the object, but to no avail. I can > set it's position and such. But I dont see it! > > Is there a better way to instantiate stuff you can stand on in the > world? If not, how do I solve this problem above? > > Thanks, > Aditya > > -- > http://www.pixelfaction.com > AIM:ApeWithABrain > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

