--
[ Picked text/plain from multipart/alternative ]
What duke said is correct, the Weapon_Grenade is removed, and something like
CBaseGrenade(Or a variant thereof) is spawned with the physics, timer,
owner, and team information.

On 2/18/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> When you throw a grenade, the weapon is removed and a new entity is
> created.
> Something like CBaseCSGrenadeProjectile. I don't think this entity shows
> up
> in the edict list, so finding it might a little difficult from a plugin.
>
> Grant
> (L. Duke)
>
> On 2/17/07, David None <[EMAIL PROTECTED]> wrote:
> >
> > MRecipientFilter all_players;
> >
> >
> > all_players.AddAllPlayers(MAX_PLAYERS);
> >
> >
> > ...
> >
> >
> > int sprt = engine->PrecacheModel("sprites/lgtning.vmt", true);
> >
> >
> >
> >
> CBaseEntity*trailygrenade=_VFUNCS._GiveNamedItem(pEntity->GetUnknown()->GetBaseEntity(),"weapon_hegrenade",NULL);
> >
> >
> > ...
> >
> >
> >
> >
> tempents->BeamFollow(all_players,10,trailygrenade->entindex(),sprt,sprt,50,20,10,10,255,255,255,255);
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Ok, basically this gives me a grenade that is supposed to be a
> > "trail-y" grenade. It works fine at first. I get the grenade, and
> > everywhere I go, I leave a trail. When I throw the grenade, the trail
> > stops. The trail isn't stuck to my entindex (after I throw the grenade
> > it disappears), but apparently the grenade changes it's entindex, or
> > spawns another entity once I fire the "weapon_fire" event. I'm just
> > wondering if there's any way I can somehow catch the newly spawned
> > entity (or get any clarification as to how this system actually works)..
> >
> >
> >
> >
> > Obviously, I would like the trail to follow the grenade AFTER it's
> thrown
> > (kind of like in HL2). I'm pulling my hair out here. ;(
> >
> >
> >
> >
> >
> >
> >
> ____________________________________________________________________________________
> > Have a burning question?
> > Go to www.Answers.yahoo.com and get answers from real people who know.
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to