Hmmm I'm a bit stuck, I tried something out and I think it can work but I don't know if I'm doing it right.
In the weapon file there's a bool in the area of the events used to determine if the grenade was thrown, I moved it's declaration on top of the file along with the rest of the variables and in the weaponfile in the function for creating grenades I added bool fThrewGrenade so it became like this: CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false, fThrewGrenade ); then at the actual entity creation where it sets timer, damage, owner, etc I have a check for whether the bool is true or not, if not true it tells it to follow the entity(that works perfect) and if false it supposed to stop following the player, set velocity, set the timer, etc etc etc just like how it was before I started changing things.. that part doesn't work though. the bool fThrewGrenade is set true or false in the events which is currently rather messy. What I really need to know first if sending the value of the bool over like this could even work. When I know it works then I can focus on making sure it properly knows when it's thrown or not. so.. question in short: can I send the value of the bool fThrewGrenade over like this and if so do I need to do anything special, like making it a networkvar like for example: m_bRedraw _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders