Re: [hlcoders] Problems with 4 teams
yep! thx though On 8/15/05, Patrick Flanagan [EMAIL PROTECTED] wrote: You probably already figured this out, but its because of the path to your model. If you look in the function that changes your model (if you're using the dm code), it checks to see if it contains 'human' or 'combine' and if not then it assumes its an invalid model. On 8/11/05, Nick [EMAIL PROTECTED] wrote: I'm trying to create a 4 team mod. There is a problem, that whenever I try to join team 5 (TEAM_GREEN) by changing my cl_playermodel to models/player/green/gman_high.mdl, it changes first to green, then goes back to combine and spawns me with combine soldier model. If i try this exact same thing on TEAM_YELLOW (4)then it switches me to yellow team no problems. I even tried switching the numbers of team yellow to 5 and team green to 4 and still team 5 always breaks. any ideas? ___ 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
[hlcoders] vgui and 16:9/10 problem
Hello I have problem with non 4:3 screen size. I have made team menu (followed tutorial on http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu ) Added it as data to be send when opening motd panel on start of the game so it opens when motd is closed. But when it is opening in screen size other than 4:3 it is detecting wrong screen size: http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg But if i use 4:3 screen size it is working fine and covering whole screen. Also if i change screen size in game it is starting to work in 16:10 and 16:9, but when you turn off and turn on game again its broken again. Anyone had such problems? is it vgui error or i messed up something? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Resetting model entity for CTF
Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting model entity for CTF
-- [ Picked text/plain from multipart/alternative ] http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map Could you adapt this to your needs? On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote: Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Resetting model entity for CTF
I suppose I could but it seems terribly long-winded just to reset two entities :( I'll see if I can cut it down / modify stuff so that rather than having to keep entities I can specify ones to be removed and replaced Any suggestions are still welcome in the mean time :-) Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: 17 August 2005 15:38 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Resetting model entity for CTF -- [ Picked text/plain from multipart/alternative ] http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map Could you adapt this to your needs? On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote: Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ 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
RE: [hlcoders] Resetting model entity for CTF
Actually I have another question that's loosely related... I haven't actually used Hammer so I'm not sure, but I believe you can create an entity as defined in the FGD, and then assign it with a name? So how would I go about in the source code getting a handle on the entity in the map that was named 'redflag' for instance of entity type eftcmp_flag? CEFTCMPFlag handle = .. :-) Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: 17 August 2005 15:24 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Resetting model entity for CTF Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ 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
Re: [hlcoders] Resetting model entity for CTF
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/My_First_Entity Has all the good stuff with linking the FGD hammer and your code together. On 8/17/05, Chris Adams [EMAIL PROTECTED] wrote: Actually I have another question that's loosely related... I haven't actually used Hammer so I'm not sure, but I believe you can create an entity as defined in the FGD, and then assign it with a name? So how would I go about in the source code getting a handle on the entity in the map that was named 'redflag' for instance of entity type eftcmp_flag? CEFTCMPFlag handle = .. :-) Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: 17 August 2005 15:24 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Resetting model entity for CTF Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Resetting model entity for CTF
#include entitylist.h CBaseEntity *entity = gEntList.FindEntityByName( NULL, name, NULL ); The first and last NULLs are for the start entity and activator; here's the definition of FindEntityByName: CBaseEntity *CGlobalEntityList::FindEntityByName( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pActivator, CBaseEntity *pCaller ) gEntList is globally defined. ;) Philip Withnall Actually I have another question that's loosely related... I haven't actually used Hammer so I'm not sure, but I believe you can create an entity as defined in the FGD, and then assign it with a name? So how would I go about in the source code getting a handle on the entity in the map that was named 'redflag' for instance of entity type eftcmp_flag? CEFTCMPFlag handle = .. :-) Thanks, --- Chris Adams -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: 17 August 2005 15:24 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Resetting model entity for CTF Hi, I'm currently trying to work in CTF as a gametype for the MOD I'm working on, but I'm having a bit of trouble on resetting the model entity (restoring it to its map-defined position) at the appropriate points. I'll probably end up going through it all and working something out eventually, but I just thought I'd ask here in case anyone can recommend something and save me the hassle :-) Thanks, --- Chris Adams ___ 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
RE: [hlcoders] vgui and 16:9/10 problem
You need to use the r and c modifiers on the position of the panels to make them layout properly in all aspect ratios. If you set a position to be r20 it will be 20 pixels in from the right side of the screen (that 20 will be scaled if the panel is proportional), c20 means 20 pixels to the right from the center of the SCREEN (not the panels parent!), c-20 mean 20 pixels to the left of the center of the screen. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 5:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vgui and 16:9/10 problem Hello I have problem with non 4:3 screen size. I have made team menu (followed tutorial on http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu ) Added it as data to be send when opening motd panel on start of the game so it opens when motd is closed. But when it is opening in screen size other than 4:3 it is detecting wrong screen size: http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg But if i use 4:3 screen size it is working fine and covering whole screen. Also if i change screen size in game it is starting to work in 16:10 and 16:9, but when you turn off and turn on game again its broken again. Anyone had such problems? is it vgui error or i messed up something? ___ 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
Re[2]: [hlcoders] vgui and 16:9/10 problem
Hello Alfred, thx but that will not fix my problem i think here is my res: team { ControlName CTeamMenu fieldName team xpos 0 ypos 0 wide 640 tall 480 autoResize0 pinCorner 0 visible 1 enabled 1 tabPosition 0 settitlebarvisible0 title #Frame_Untitled } when i start my mod in 16:10 (1280x800) it is scalling 640x480 to 1066x800(from gui editor) - that means that mod is scaling it to 4:3 not my actual screen format 16:10 it looks like it is scalling just by height and then width is scalled from our new scalled height - resulting bad width on my background(being too small in width). but as i said when i change resolution in game then it looks right even if vgui editor shows width and height as 639x479. im not expert but looks like bug to me - it thinks it is in 4:3 when in fact it is in 16:10 what to do to make it see it is in 16:10 not 4:3 - i dont think setting it in .res to 16:10 resolution is good idea. p.s. this problem is also true for 16:9 format. Wednesday, August 17, 2005, 7:32:21 PM, you wrote: You need to use the r and c modifiers on the position of the panels to make them layout properly in all aspect ratios. If you set a position to be r20 it will be 20 pixels in from the right side of the screen (that 20 will be scaled if the panel is proportional), c20 means 20 pixels to the right from the center of the SCREEN (not the panels parent!), c-20 mean 20 pixels to the left of the center of the screen. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 5:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vgui and 16:9/10 problem Hello I have problem with non 4:3 screen size. I have made team menu (followed tutorial on http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu ) Added it as data to be send when opening motd panel on start of the game so it opens when motd is closed. But when it is opening in screen size other than 4:3 it is detecting wrong screen size: http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg But if i use 4:3 screen size it is working fine and covering whole screen. Also if i change screen size in game it is starting to work in 16:10 and 16:9, but when you turn off and turn on game again its broken again. Anyone had such problems? is it vgui error or i messed up something? ___ 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 -- Best regards, hpmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Re[2]: [hlcoders] vgui and 16:9/10 problem
You need to scale the background in code. The proportional mode scales with a fixed aspect ratio of 4:3 by design (having a variable aspect ratio makes panel layout impossible). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 11:44 AM To: Alfred Reynolds Subject: Re[2]: [hlcoders] vgui and 16:9/10 problem Hello Alfred, thx but that will not fix my problem i think here is my res: team { ControlName CTeamMenu fieldName team xpos 0 ypos 0 wide 640 tall 480 autoResize0 pinCorner 0 visible 1 enabled 1 tabPosition 0 settitlebarvisible0 title #Frame_Untitled } when i start my mod in 16:10 (1280x800) it is scalling 640x480 to 1066x800(from gui editor) - that means that mod is scaling it to 4:3 not my actual screen format 16:10 it looks like it is scalling just by height and then width is scalled from our new scalled height - resulting bad width on my background(being too small in width). but as i said when i change resolution in game then it looks right even if vgui editor shows width and height as 639x479. im not expert but looks like bug to me - it thinks it is in 4:3 when in fact it is in 16:10 what to do to make it see it is in 16:10 not 4:3 - i dont think setting it in .res to 16:10 resolution is good idea. p.s. this problem is also true for 16:9 format. Wednesday, August 17, 2005, 7:32:21 PM, you wrote: You need to use the r and c modifiers on the position of the panels to make them layout properly in all aspect ratios. If you set a position to be r20 it will be 20 pixels in from the right side of the screen (that 20 will be scaled if the panel is proportional), c20 means 20 pixels to the right from the center of the SCREEN (not the panels parent!), c-20 mean 20 pixels to the left of the center of the screen. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 5:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vgui and 16:9/10 problem Hello I have problem with non 4:3 screen size. I have made team menu (followed tutorial on http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu ) Added it as data to be send when opening motd panel on start of the game so it opens when motd is closed. But when it is opening in screen size other than 4:3 it is detecting wrong screen size: http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg But if i use 4:3 screen size it is working fine and covering whole screen. Also if i change screen size in game it is starting to work in 16:10 and 16:9, but when you turn off and turn on game again its broken again. Anyone had such problems? is it vgui error or i messed up something? ___ 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 -- Best regards, hpmailto:[EMAIL PROTECTED] ___ 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
Re: [hlcoders] vgui and 16:9/10 problem
To do what Alfred is saying, just override the OnThink function. Something like: if(IsVisible()) { // make panel fill screen SetSize(ScreenWidth(), ScreenHeight()); } I can't recall the exact functions OTTOMH (off the top of my head). hp wrote: Hello Alfred, thx but that will not fix my problem i think here is my res: team { ControlName CTeamMenu fieldName team xpos 0 ypos 0 wide 640 tall 480 autoResize0 pinCorner 0 visible 1 enabled 1 tabPosition 0 settitlebarvisible0 title #Frame_Untitled } when i start my mod in 16:10 (1280x800) it is scalling 640x480 to 1066x800(from gui editor) - that means that mod is scaling it to 4:3 not my actual screen format 16:10 it looks like it is scalling just by height and then width is scalled from our new scalled height - resulting bad width on my background(being too small in width). but as i said when i change resolution in game then it looks right even if vgui editor shows width and height as 639x479. im not expert but looks like bug to me - it thinks it is in 4:3 when in fact it is in 16:10 what to do to make it see it is in 16:10 not 4:3 - i dont think setting it in .res to 16:10 resolution is good idea. p.s. this problem is also true for 16:9 format. Wednesday, August 17, 2005, 7:32:21 PM, you wrote: You need to use the r and c modifiers on the position of the panels to make them layout properly in all aspect ratios. If you set a position to be r20 it will be 20 pixels in from the right side of the screen (that 20 will be scaled if the panel is proportional), c20 means 20 pixels to the right from the center of the SCREEN (not the panels parent!), c-20 mean 20 pixels to the left of the center of the screen. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 5:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vgui and 16:9/10 problem Hello I have problem with non 4:3 screen size. I have made team menu (followed tutorial on http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu ) Added it as data to be send when opening motd panel on start of the game so it opens when motd is closed. But when it is opening in screen size other than 4:3 it is detecting wrong screen size: http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg But if i use 4:3 screen size it is working fine and covering whole screen. Also if i change screen size in game it is starting to work in 16:10 and 16:9, but when you turn off and turn on game again its broken again. Anyone had such problems? is it vgui error or i messed up something? ___ 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 -- Best regards, hpmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[4]: [hlcoders] vgui and 16:9/10 problem
Hello Alfred, ok i found it in motd panel - thx Wednesday, August 17, 2005, 9:01:15 PM, you wrote: You need to scale the background in code. The proportional mode scales with a fixed aspect ratio of 4:3 by design (having a variable aspect ratio makes panel layout impossible). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 11:44 AM To: Alfred Reynolds Subject: Re[2]: [hlcoders] vgui and 16:9/10 problem Hello Alfred, thx but that will not fix my problem i think here is my res: team { ControlName CTeamMenu fieldName team xpos 0 ypos 0 wide 640 tall 480 autoResize0 pinCorner 0 visible 1 enabled 1 tabPosition 0 settitlebarvisible0 title #Frame_Untitled } when i start my mod in 16:10 (1280x800) it is scalling 640x480 to 1066x800(from gui editor) - that means that mod is scaling it to 4:3 not my actual screen format 16:10 it looks like it is scalling just by height and then width is scalled from our new scalled height - resulting bad width on my background(being too small in width). but as i said when i change resolution in game then it looks right even if vgui editor shows width and height as 639x479. im not expert but looks like bug to me - it thinks it is in 4:3 when in fact it is in 16:10 what to do to make it see it is in 16:10 not 4:3 - i dont think setting it in .res to 16:10 resolution is good idea. p.s. this problem is also true for 16:9 format. Wednesday, August 17, 2005, 7:32:21 PM, you wrote: You need to use the r and c modifiers on the position of the panels to make them layout properly in all aspect ratios. If you set a position to be r20 it will be 20 pixels in from the right side of the screen (that 20 will be scaled if the panel is proportional), c20 means 20 pixels to the right from the center of the SCREEN (not the panels parent!), c-20 mean 20 pixels to the left of the center of the screen. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of hp Sent: Wednesday, August 17, 2005 5:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vgui and 16:9/10 problem Hello I have problem with non 4:3 screen size. I have made team menu (followed tutorial on http://www.sourcewiki.org/wiki/index.php/Creating_a_Team-Menu ) Added it as data to be send when opening motd panel on start of the game so it opens when motd is closed. But when it is opening in screen size other than 4:3 it is detecting wrong screen size: http://img360.imageshack.us/my.php?image=guiproblem6fk.jpg But if i use 4:3 screen size it is working fine and covering whole screen. Also if i change screen size in game it is starting to work in 16:10 and 16:9, but when you turn off and turn on game again its broken again. Anyone had such problems? is it vgui error or i messed up something? ___ 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 -- Best regards, hpmailto:[EMAIL PROTECTED] ___ 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 -- Best regards, hpmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting model entity for CTF
Waste of an entity instead, in the ::Spawn() method of your flag entity, save the GetAbsOrigin() to some m_vecInitial then when you want to restore it just SetAbsOrigin(m_vecInitial); From: Andrew (British_Bomber) [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Resetting model entity for CTF Date: Wed, 17 Aug 2005 18:50:34 +0100 Would it not be easiest to simply create a point entity like the player spawns that is something like flag_blue then when the blue flag is captured you can simply send it back to the flag_blue point? I'm sure there is some reason you wouldn't do it that simply, but off the top of my head that seems like the simplest way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSNĀ® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders