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
>>  >  >>
>>  >  >>
>>  >  >>
>>  >  >> _______________________________________________
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>> archives,
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>>  >  >>
>>  >  >>
>>  >  >>
>>  >  >>  _______________________________________________
>>  >  >>  To unsubscribe, edit your list preferences, or view the list 
>> archives, please visit:
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>>  >  >>
>>  >  >>
>>  >  >>
>>  >  >
>>  >  >
>>  >  >
>>  >  >
>>  >
>>  >
>>  >  _______________________________________________
>>  >  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
>>
>>     
>
>
>
>   


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