-- [ 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