It's usually best to set the position and spawnflags before it spawns too

CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
"npc_floor_turret" );
  if( pEntity )
  {
     pEntity->SetLocalOrigin( local_origin );
     pEntity->SetLocalAngles( local_angles );
     pEntity->AddSpawnFlags( 0x00000020 );
     pEntity->Spawn();
     pEntity->Activate();
  }

On 4/30/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
Mukkan Yhtio wrote:
> I have written the following code the spawn the "npc_turret_floor" entity.

No, you haven't, you've written code to spawn "npc_floor_turret", not
"npc_turret_floor"...

>    CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
> "npc_floor_turret" );

After calling CreateEntityByName(), you might want to check if the
returned pointer is NULL...

    CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
"npc_floor_turret" );
    if( pEntity )
    {
       pEntity->Spawn();
       pEntity->SetLocalOrigin( local_origin );
       pEntity->SetLocalAngles( local_angles );
       pEntity->AddSpawnFlags( 0x00000020 );
    }

--
Jeffrey "botman" Broome

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