register_touch with a spawned env_sprite
I have an env_sprite and it won't allow me to touch it after it's spawned. Is there a way around this other than spawning a dummy entity with no model in the same spot?
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Re: register_touch with a spawned env_sprite
Store that sprite index when you create it :
g_iSprite = create_entity("env_sprite") register_touch("env_sprite", "player", "Sprite_Touch") public Sprite_Touch( iSprite , id ) { if( iSprite == g_iSprite ) { // do stuff -edit- If the function is never called, try to make the sprite SOLID_TRIGGER |
Re: register_touch with a spawned env_sprite
Still doesn't work. I guess sprites don't allow touching for some reason.
It's easy to work around at least, but it uses twice as many entities, which kind of sucks. I make a second entity with no model, basically just a size and a SOLID_TRIGGER, and I save the sprite's entid inside the EV_INT_team value so I can delete them both later by just referencing the "active" ent. As far as the sprites are concerned, I had the sprite created with SOLID_BBOX for testing purposes, and I could dance on it and touch it and everything, but as soon as I spawned it (started the animation), it was no longer solid or touchable. |
Re: register_touch with a spawned env_sprite
Can you post your code ?
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Re: register_touch with a spawned env_sprite
I don't have the sprite only code anymore, I just have the code with the two entities working together.
You don't really need a source to try it though, just register a touch with env_sprite, make it animate, and I doubt you'll be able to get a touch out of it. |
Re: register_touch with a spawned env_sprite
You need to set the sprite to SOLID_TRIGGER (or bbox, depends what youi want to do), set it's SIZE (mins and maxs) and also spawn it (eg: DispatchSpawn(ent) )... and should work.
I did that with a info_target with a sprite model, should work for env_sprite too |
Re: register_touch with a spawned env_sprite
It doesn't, I'm afraid. Once an env_sprite starts animating (DispatchSpawn), you can't change anything about it other than the fact it exists, and possibly its origin.
I couldn't even change the renderamt on it after it was spawned. It's there for good. |
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