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Solved [L4D2] Target Entity With Hammer ID


  
 
 
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Bacardi
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Join Date: Jan 2010
Location: mom's basement
Old 08-29-2022 , 10:44   Re: [L4D2] Target Entity With Hammer ID
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Wild guess is, you lose hook when you spawn, so OnMapStart is too early (I guess).

You can confirm by making "test" console command to execute FindByClassTargetHammedID() manually.
- So spawn on map, use test command and look can you get hook callback working.

*would it be easier to you use HookEntityOutput on OnPluginStart ?


Another guess could be "OnOpen", maybe it is not fired, don't know.
here some outputs of that door
https://raw.githubusercontent.com/am...nameoutputs.kv
Code:
		"outputs"
		{
			"m_OnBlockedOpening"		"OnBlockedOpening"
			"m_OnBlockedClosing"		"OnBlockedClosing"
			"m_OnUnblockedOpening"		"OnUnblockedOpening"
			"m_OnUnblockedClosing"		"OnUnblockedClosing"
			"m_OnFullyClosed"		"OnFullyClosed"
			"m_OnFullyOpen"		"OnFullyOpen"
			"m_OnClose"		"OnClose"
			"m_OnOpen"		"OnOpen"
			"m_OnLockedUse"		"OnLockedUse"
			"m_pOutputAnimBegun"		"OnAnimationBegun"
			"m_pOutputAnimOver"		"OnAnimationDone"
			"m_OnBreak"		"OnBreak"
			"m_OnHealthChanged"		"OnHealthChanged"
			"m_OnTakeDamage"		"OnTakeDamage"
			"m_OnPhysCannonDetach"		"OnPhysCannonDetach"
			"m_OnPhysCannonAnimatePreStarted"		"OnPhysCannonAnimatePreStarted"
			"m_OnPhysCannonAnimatePullStarted"		"OnPhysCannonAnimatePullStarted"
			"m_OnPhysCannonAnimatePostStarted"		"OnPhysCannonAnimatePostStarted"
			"m_OnPhysCannonPullAnimFinished"		"OnPhysCannonPullAnimFinished"
			"m_OnIgnite"		"OnIgnite"
			"m_OnUser1"		"OnUser1"
			"m_OnUser2"		"OnUser2"
			"m_OnUser3"		"OnUser3"
			"m_OnUser4"		"OnUser4"
		}
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Last edited by Bacardi; 08-29-2022 at 10:45.
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