FindEntityByString
I have a few questions about entities in game.
I noticed the hard way, that entities id are dynamic per load and per server ect.. Other things can throw the ranges off. Now, once the map is loaded, is it safe enough to assume that the id's wont change? ie, cache them? Or should I always be FindEntityByString evey reference to it. ALSO is there a way to Find all entities by a specific name? Like, if theres two door1 and door2. I can find just both door's (targetname btw). |
Re: FindEntityByString
Indexes don't change untill the entity is killed/remove.
If those ents are map ents, you can in lot of case find them by model, model is like "*17". If model doesn't start with '*' but "models/....mdl, try to use origin or brush origin, or whatever is usable. shptools could be very usefull for you. |
Re: FindEntityByString
I don't understand the model part (*17).
Also, I'm not a mapper lol no clue. What are those exactly? How are they not moving // changing? |
Re: FindEntityByString
This could help you maybe:
http://forums.alliedmods.net/showthread.php?t=103851 http://forums.alliedmods.net/showthread.php?t=103629 |
Re: FindEntityByString
I don't see the use of kadir links lol.
For shptools : http://forums.space-headed.net/viewtopic.php?f=43&t=111 You can aim an entity and get its index, then you can use command printent < index > that will print you all that ent properties (including model). |
Re: FindEntityByString
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I don't remember exactly the explanations, but when you make a map each texture will be marked with an unique number *x at the compilation; which is actually an index. To find an entity you have severals ways. Eg ; some engine functions. |
Re: FindEntityByString
You can see it with the BSP Viewer tool too..
I thought that only entities got a unique model index.. |
Re: FindEntityByString
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Re: FindEntityByString
Oops. :mrgreen:
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