Afaik CreateEntityByName("prop_dynamic") or similar will create that
type of entity (And add it to the render graph after you set the model).Try that. Steve Henderson wrote:
Emeil, A couple of things to try: 1) Ensure your method is actually being called...add some Msg("Hello World From Spawner"); lines..ensure you enable developer code on the console to se these by typing developer 1 2) I've always just extended the Spawn() method for the base class I am using (ala the tutorial here: http://developer.valvesoftware.com/wiki/Authoring_a_Model_Entity) Are you calling CWeaponSpawner::CreateWeaponModel( void ) from a higher classes' Spawn() method 3) Adding models as children, that don't exist in a map is tricky (I've never done it actually). You have to ensure that all rendered entities are in the render graph of Valve -- adding them to hammer explicitly accomplishes this...If you create/spawn and entity that isn't in your map, there are some extra steps you will need to do to register this added model..You can probably google around and find out what these steps are.. 4) Ref 3 above, it may be easier to add this weapon model to the map, then attach it to whatever the parent is. So you would create a model entity class for the simple model you want to put over the weapon...Then attach it to the weapon. 5) I wrote a player_slaved_model class that attaches any model (.mdl file) to the player: http://digitalblacksmith.com/wiki/index.php/PlayerSlavedEntity When you add this entity to a hammer map, you specify the mdl file, and the offset in position and orientation from the player. You might be able to use this code for the same effect with a weapon -- essentially slaving a model to a weapon at some arbitrary transform. Should be as simple as replacing the lines refering to CBaseEntity *pPlayer to something like CBaseEntity *pWeapon. Then check out the line where pPlayer is assigned -- EHANDLE hPlayer = gEntList.FindEntityByClassname( NULL, "player" ); -- and instead search for your weapon. Hope this helps -- Good Luck! Steve On Mon, Mar 10, 2008 at 4:22 PM, Emiel Regis <[EMAIL PROTECTED]> wrote:Hey, I'm trying to render a simple model over a weapon spawn. It doesn't needs any collissions or such, just being visible. I'm using this code, called on Spawn() of the weapon spawner : in header: CBaseAnimating pWeaponModel; in cpp: //Weapon model display code goes here void CWeaponSpawner::CreateWeaponModel( void ) { // Create the object in the physics system int nSolidFlags = GetSolidFlags() | FSOLID_NOT_SOLID | FSOLID_NOT_STANDABLE | FSOLID_TRIGGER; PrecacheModel( pWeaponPath ); pWeaponModel.Spawn(); pWeaponModel.SetModel( pWeaponPath ); pWeaponModel.SetMoveType( MOVETYPE_NONE ); pWeaponModel.SetSolid( SOLID_BBOX ); pWeaponModel.VPhysicsInitStatic(); pWeaponModel.AddSolidFlags( nSolidFlags ); pWeaponModel.SetAbsOrigin( GetAbsOrigin() + Vector( 0, 5 , 0) ); pWeaponModel.SetAbsAngles( GetAbsAngles() ); pWeaponModel.FollowEntity( this, "weapon_bone" ); // attach to player model pWeaponModel.RemoveEffects( EF_NODRAW); } However, nothing is drawn. The CBaseAnimating entity is shown in the cl_showents. An ideas? Cheers, Emiel Regis _______________________________________________ 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
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