You were bang on, Chris: I was returning early if the calculated value 
was out of range. I'm now applying it through max() and min() instead 
and all is well. Thanks! :-)

On 06/05/2010 5:34, Christopher Harris wrote:
> Hmm that is odd then.
>
> I do the exact same thing in our mod for blood effects on the weapons that
> fade out after some time, and for some special effects on some of the
> players. At first I had done it with all the variables stored into the proxy
> and I got the exact situation you describe where all the entities of the
> type like weapon or viewmodel with the same material would all be affected
> by any one of the weapons getting into a blood state.
>
> If you have logic such as if the time is beyond a certain point do not run
> any proxy logic that could be the cause because every time a material is
> rendered you need to ensure it is set for what setting that entity needs.
> Like if you had a blood effect on a weapon and then the next weapon did not
> need it you still need to reset the data back to no blood for that time.
>
> My basic logic thus is something like.
>
> OnBind()
> {
>    If(entity.something)
>    {
>       //change the variables for the effect
>    }
>
>    EffectMaterialVar.SetValue(entity.varValue);
> }
>
> In this way every time the proxy is executed for a particular entity it is
> setting the changing material variables to what it needs regardless had it
> changed or not.
>
> Chris
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> Sent: Thursday, May 06, 2010 5:57 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Getting material proxies to act on individual
> entities
>
> Ryan, that is exactly what I can't work out how to do.
>
> Chris, the variable is the amount of time since the player or ragdoll
> spawned so it's already stored in each entity. Unless you mean setting
> material vars on the player, which isn't how I thought this worked at all.
>
> On 05/05/2010 10:41, Ryan Sheffer 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...
>>>
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>>
>>      
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