Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Jeff Fearn

 The CSwarmCSDE entity is solely being used to create a func_breakable entity
 (pointed to by breakable in this example) and then removes itself.  The
 CSwarmCSDE entity is NOT the one that is supposed to be breakable.  I'm not
 sure why Jeff is doing things this way (rather than just spawning a
 func_breakable from somewhere else in the code when he wants one to appear),
 but I don't see any reason why this shouldn't work.

This is correct, I was starting to think I was being obtuse :} CSwarmCSDE is
simply a wrapper class to handle Counter Strike func_bomb_target entities, I
figured this was the easiest way to get compatible with CS destroy maps.

Jeff DarthBobo Fearn
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Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Jeff Fearn

 this may sound silly, but why not just link the func_breakable to the bomb
 site in the first place?

Mainly because there may be some settings in this entity that may cause strange
behaviour, this makes sure I have to deliberately set everything. It's just a way
of keeping things as clean as possible.

Yes I do realise the irony of this :{

Jeff DarthBobo Fearn.
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Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Reedbeta

I see two potential problems with the way you're spawning the entity.  First,
you're using GetClassPtr() to create an instance of the CBreakable class.  Most
other places in the SDK where an entity is created use the
CREATE_NAMED_ENTITY() macro to instantiate the class.  Second, you should call
DispatchSpawn() instead of calling the CBreakable's spawn function yourself.
Take a look at CBaseEntity::Create() or CMonsterMaker::MakeMonster() for other
examples of how entities can be created by other entities in the SDK.

---Reedbeta

--- Jeff Fearn [EMAIL PROTECTED] wrote:
  The UTIL_REMOVE(this); line should not be in a Spawn function... But you
  might have some good reasons to put this there :)

 The entity is not required once it spawns the func_breakable.

  I think you're problem appears beacause you haven't done a
  UTIL_SetOrigin(pev, pev-origin);... You've done this on breakable but
  not on the entity itself.

 The origins are correct, the func_breakable appears in the correct location.

  I would set pev-solid to SOLID_BSP... Here, you've commented the line out
 !

 That is the default value set in the func_breakable's spawn function. I just
 left
 the commented version in there to illustrate how I have tried over riding
 that
 default value.

  Hope that helps...

 NO :( Nice try though :)

 Jeff.
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