Yep, gEntList works great - I can pull out the exact entities I'm looking
for. I'll try limiting the drop into getValidEntities() to only happen once
every few secs, and to be honest there won't be many entities to parse in
the level - I store a pointer to each valid entity if I need to access them
That sounds like a pretty good one. There's also the ability to look in a
sphere (Which is actually a box(?)), etc. I used this to create a 3d radar
that found entities in a 512 sphere and put a debug box over them.
However, looping through the entities (in my case) is expensive to my
knowledge.
It's all here:
http://developer.valvesoftware.com/wiki/Accessing_other_entities#Finding_entities
On 23/03/2010 5:08, Iain Breen wrote:
> Trawled through the hlcoders archives, think I found the answer:
>
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23102.html
> points
> to gEn
Trawled through the hlcoders archives, think I found the answer:
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23102.html
points
to gEntList - I'm testing that now, but please correct me if I'm on the
wrong track.
Thanks,
Iain.
-- Forwarded message --
From: Iain
Is there a way to retrieve a list of all entities in a level? I've created a
test level with a custom NPC and a custom Area trigger, so is there some
structure that contains pointers to these objects?
Basically, I'm looking to retrieve a boolean from a function inArea(Entity,
Area) in the Area cla
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