I think source just makes the model on the fly for the brush entity. I might have to give up and use an .mdl file...
On Wed, Apr 2, 2008 at 6:01 AM, Aditya Gaddam <[EMAIL PROTECTED]> wrote: > 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 > -- 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

