Instead of removing the npc go to the client side ragdoll in c_baseanimating and have it remove itself after 5s. If you aren't using a ragdoll and just animations, then you need to look in combatcharacter for a deadthink function or something similar and add your timer there. By setting the think on your npc, you are taking away the natural thinking process that contains the wait for death animation completion stuff. Hope this helps.
~Ryan / skidz On Jul 2, 2009, at 7:41 AM, Biz <[email protected]> wrote: > Hi list, > > i've ported my mod to ob-engine and now my NPC corpse fade after 5 > seconds isn't working anymore. Does anyone have an idea what the last > function that is called after NPC death is? When i try to define a new > think-function Dying() at the end of the Event_Killed() function like: > SetThink( &Bla::Dying ); > SetNextThink( gpGlobals->curtime + 5.0f ); > > void Dying() > { > UTIL_Remove(this); > } > > This works, but my death animation won't play anymore then. That is > if i > kill an NPC it just freezes and disappears after 5s. > > So i would either need a command that resumes my animation or i would > have to know which function is called after death. I've tried figuring > it out myself, but i didn't find it. > > Any help greatly appreciated :-) > > > Greets from Germany > xs57 > > _______________________________________________ > 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

