It's an entity, not a brush entity/volume. I could see it being called again though... What's the fix, toggling a boolean when you enter, and don't run it if it's true? I don't recall this ever being a problem in actual HL2/HL2DM.
On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern <amck...@yahoo.com>wrote: > You have a 6 sided trigger - each side will trigger when its touched, so if > your enter the brush it will trigger, the same as when you exit the brush it > will trigger. > > You might be better off using the InEntity code (been ages from last time i > needed to use it so forgot its real name) > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > --- On *Wed, 6/4/11, Matt Hoffman <lord.matt.hoff...@gmail.com>* wrote: > > > From: Matt Hoffman <lord.matt.hoff...@gmail.com> > Subject: [hlcoders] EmitSound being cut off, and forcing the player to > spectate an entity > To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com > > > Received: Wednesday, 6 April, 2011, 10:12 AM > > > EmitSound: > I have an entity that derives from CItem, and I'm using ItemTouch. I set > DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, > but if the player leaves the collision box of the entity while the sound is > playing it just stops the sound. This doesn't happen in the case of it's > Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I > using the CPASAttenuationFilter wrong? Or is it something to do with the > ItemTouch function itself? > > Here's the relevant functions: http://pastebin.com/Mu72VBxQ > > > Spectating an Entity: > I've been trying unsuccessfully for a few days now to get the player to > spectate a custom entity. I did SetObserverTarget( entity ), and if I debug > it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget( > CBaseEntity *target) (Line 2551 or so) (Code Here: > http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not > kick out when trying to observe something other than a player. > > It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on > C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. > > It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on > CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to > observe something? > When the player spectates another player, what is he doing. Is his logical > entity moving around, or just his camera? > > Any help over these two issues would be great, I've been stuck here for 2 > days now... :P > > > -Matt > > -----Inline Attachment Follows----- > > _______________________________________________ > 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 > > >
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