Well the think function for falling to the ground(fallthink) should have been working, but copied the last bit of it anyway which set some origins and created leveldesignerobject(so the pickup itself I guess?) , after doing that it worked... BUT a new problem arose, spent over half an hour trying to fix it already but so far no luck and gotta go now.. I'm outta idea's anyway.
The new problem is that after the respawn the animation isn't working anymore.. oh gawd... which seems a tad strange. At spawn animation is started and a think function is used to actually progress the frame's. I assume the spawn function is called everytime the item respawns as well so I'm not sure what's the problem, the animation is set with: ResetSequence so even if the animation got locked up or something wouldn't resetsequence, RESET the animation. Any idea's whats wrong? Giancarlo Rivas wrote: > g_pgamerules is a pointer to the class CGameRules @ gamerules.h/cpp, about > spawning at the center of the map I forgot but its related to sthe pickup > setting the original origin (a variable) of the item to 0,0,0 and then when > it moves to somewhere else it has a timer that when triggers resets the > origin to the original one. That is so when you shoot an ammo pickup it goes > back to its original spot later on. > > Im gonna bet since you dont make it fall the fall routine doesnt get called > and its at the end of the fall routine that this original origin gets set to > something different than 0,0,0 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders