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
>  >  >>
>  >  >>
>  >  >>
>  >  >> _______________________________________________
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>  >  >>
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>  >  >>
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>  >  >>
>  >  >
>  >  >
>  >  >
>  >  >
>  >
>  >
>  >  _______________________________________________
>  >  To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
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>  >
>  >
>
>
>
>  --
>
>
> http://www.pixelfaction.com
>  AIM:ApeWithABrain
>



-- 
http://www.pixelfaction.com
AIM:ApeWithABrain

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