Just create a sound instance and pass it onto the new ent once its thrown. The fast zombies use them for example. I am pretty sure its the only way to keep a control pointer to a sound on the engine.
On Sun, Oct 26, 2008 at 1:30 PM, Tom Leighton <[EMAIL PROTECTED]>wrote: > Could you not create your grenade, spawn it, but not render it and keep > it parented to the player until thrown? > > (Another of Tom's bad ideas...) > > Yorg Kuijs wrote: > > No, Tom it wouldn't, the entity is created when thrown but the timer > > starts when the pin is pulled, in the meantime you can still hold a > > grenade until it blows, if you would release it late then the sound > > starts when it already explodes. But like you said, starting the sound > > with the entity is all well and good which is why I thought of creating > > a invisble entity that travels with the player until it is thrown, then > > it's set to visble again. > > > > Thanks for confirming Jorge, gonna start working on this now:) > > > > Tom Leighton wrote: > > > >> Why not do what the HL2 Grenade does? > >> > >> Create the sound with the grenade entity, so that when you create a new > >> one and then spawn it, it will start the sound. The sound will then > >> travel with the entity. > >> > >> > >> > > > > _______________________________________________ > > 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 > > -- ~Ryan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

