I believe you have to set
m_takedamage = DAMAGE_YES;
in your entity, or else OnTakeDamage won't get called
Jorge Rodriguez wrote:
> Got me. I think there's a flag somewhere that turns OnTakeDamage on and off.
> Look around in the base entity damage functions.
>
>
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Got me. I think there's a flag somewhere that turns OnTakeDamage on and off.
Look around in the base entity damage functions.
--
Jorge "Vino" Rodriguez
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I've gotten OnUse working with:
virtual intObjectCaps( void ) { return BaseClass::ObjectCaps() |
FCAP_IMPULSE_USE; };
virtual voidUse( CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value );
Can't get OnTakeDamage working though, I have:
virtual int
I think what you want to do would be done best not through thinking but with
the entity OnUse and OnTakeDamage functions. Check out how things like
buttons and breakables do that. To answer your question no I don't think
entities need to have a think function in order to process other things.
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Simple question, I'm making an entity (Let's call it a building) which has
health and it's health can go up when the player uses it or down when it's
hit. How often would this entity need to think for this?
Maybe I'm just confused as to what Thinking entities do on their own.
Cheers,
Matt
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