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