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

Reply via email to