You must place effect specific variables into the specific player class and access them and manipulate them from there. For a material I found that all instances use a shared material proxy object. Therefore if you keep the effect variables in the proxy they are in essence shared.
Christopher Harris Software Engineer Research Network Incorporated 770-235-8190 On May 5, 2010, at 5:41 PM, Ryan Sheffer <darksk...@gmail.com> wrote: > You mean every material of the same name is getting effected? That > seems very strange. Are you overriding the material in the entities > draw function? I remember replacing materials for the player for a > cloak effect with no problems. > > ~Ryan > > On May 5, 2010, at 2:01 PM, Tom Edwards <t_edwa...@btinternet.com> > wrote: > >> I'm using a material proxy for my player spawn effect, which works >> fine >> except that it applies to all instances of the material in question >> at >> once. How should I go about applying the effect to different >> entities at >> different times? >> >> I expect that creating new instances of the material each time >> someone >> connects has something to do with it, but so far I've not even been >> able >> to access that area of the model... >> >> _______________________________________________ >> 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders