Have you tried making a new CToggleEntity? (Whatever the brush ones have to be), via CreateEntityByName, and then copied the old entity to the new via memcpy?
Aditya Gaddam wrote: > 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: hlcoders@list.valvesoftware.com >> > >> 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