half-correct.
they reside in their own lump, the static prop lump.
the engine loads them -like- entities (they have a client-side render handle
etc, and are pretty much identical to entities in that regard) and they do
have a serialized index so decals created on the server can be applied to
them o
Those aren't real entities. They are absorbed into the world at compile
time.
On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote:
Well, doesn't the client load the prop_static entities and the like?
___
To unsubscribe, edit your list preferences, or
Well, doesn't the client load the prop_static entities and the like?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Entities in all source MP games are handled by the server, the client
is untrusted as such on connection to a server or loading a new map
from the server the client downloads the entities to use from the
server ( the entities in the clients BSP are never used ) there are
different methods used to o
As far as I understand it, the client ignores the entity lump when
loading a map and just waits for the server to send it information about
which entities it needs to spawn where.
I doubt that info_player_spawn itself is ever broadcast to the client.
On 10/11/2010 10:02, Trevor 'Drak' wrote:
Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using
keyvalues, that allow you to edit/add/remove entity’s durning map loading.
Can this just be handled server side? If I remove an “info_player_spawn” or any
entity for that matter, because it’s left within the client’s .bsp wi
6 matches
Mail list logo