It's funny you say that Tom E. I was just doing more testing and noticed the models are instances of the same entity, not copies lol. So if I shoot at one, the bullet hole shows up on all the "copies"!
Need to figure out a way to somehow make a copy of the entity instead of just setting the modelname to the same model. Thanks for the insight Tom L. Shall keep you guys updated if I find something, it'd be great if you could continue to throw some ideas around :) On Wed, Apr 2, 2008 at 4:44 AM, Tom Edwards <[EMAIL PROTECTED]> wrote: > I am quite surprised. :-p Is it truly dynamic, or is it limited to the > number of hidden brushes you compile into the map? > > > > When you say "Without Physics" do you mean that everything will just > > walk through it? > > > Either that, or the physics collision box will stay the original size. > There must be a way of getting around that though: the simulator accepts > any size of collision model on entity spawn, so surely if you destroyed > the old model and created a new one the correct size it'd work? > > > > Aditya Gaddam wrote: > > Right on Tony P.! The tutorial had a SetModel so I assumed it was > > taken care of. But when I printed it out it was null. Changing it to > > the model of a brush entity in the map worked! > > > > While I am in this thread, Is there any way to change the scale of the > > entity? Preferably different scale multipliers in different axis. I am > > looking in the BaseEntity class and most of it is for physics related > > stuff. Nothing to scale the visual model. > > > > Thanks, > > Aditya > > > > On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma <[EMAIL PROTECTED]> wrote: > > > >> Are you setting the copy's model? Get the model of the thing you are > copying > >> and set it as the model of the copy. Brush entities should have a model > like > >> "*23" or any other number. > >> > >> > >> > >> -----Original Message----- > >> From: [EMAIL PROTECTED] > >> [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam > >> Sent: Tuesday, April 01, 2008 2:08 PM > >> To: [email protected] > >> Subject: [hlcoders] Spawning instances of a brush made in a map? > Possible? > >> > >> 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 > >> > >> > >> > >> _______________________________________________ > >> 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 > > -- 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

