Followentity(enttofollow, false) Will do the follow WITHOUT the bone merge. No need for a think function.
-Tony -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Monday, October 27, 2008 2:39 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Passing sound from player to grenade entity? Animation frames and simulation frames are different, I was talking simulation frames. An entity's think function gets called ten times a second. Not quite every simulation frame, but you know, whatever. Anyway all of that is moot, what I was trying to say is, put something like this in your grenade's think function: if (!m_bThrown) SetAbsOrigin(GetOwner()->WorldSpaceCenter()); -- Jorge "Vino" Rodriguez _______________________________________________ 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

