Thanks for the clarification. Yes, he actually said copy the code and
use it so who knows?... <smile> Anyway, as for my lil' entity, it's still
not behaving quite right but it is spawning in the right place initially,
even if it doesn't move afterward. <smile> go figure!... Actually, now
that I'm on the subject again, is there a way to play a sample looped? I'm
capitalizing on what I think is a bug right now to accomplish it, but I'd
love love love to know other ways if there are any? <smile>
I need to make the lightsaber keep humming and I have a sample I'm using
currently, which will work, but because of a mod of the actual wave file
and not of a command in quake. So I'm hoping there's a better way.
Anyway, again, have an awesome weekend!!!...
Smiles,
G-Girl
At 02:11 PM 4/29/2006 +0100, you wrote:
On Sat, 2006-04-29 at 05:25 -0700, Guitar Babe wrote:
> I've read everywhere else not to do this and that it's bad for the game
> and may crash it, and that you should use only setorigin to change an
> entity's position unless you're using the physics of the world. Why the
> diff in technique and coding?, and is the above, proper coding?...
end-quote
I'd agree with what you've read; setting the origin directly is not the
way to go according to most people. I think maybe he could have been
simplifying things for an example to avoid setorigin() whilst explaining
the meaning of what he was describing. I'd be very surprised if that
actually worked as it looks like it is intended to from the code.
best regards,
--
Matthew T. Atkinson <[EMAIL PROTECTED]>
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