env_entity_maker spawns with offset - solved
Quote from Brainstone on August 12, 2012, 8:05 amIn my map, I have a carriable, portalable wall, which consists out of several brushes, prop_dynamics and physboxes. To respawn it, I use a point_template. Unfortunately, the respawn procedure takes place in a dark area, so the wall is not lightened at all. The VDC says (in the point_template article) , if i need to spawn the template at another point than its own origin, I'd need an env_entity_maker.
But when I use one and give it the input "forceSpawn", the wall is spawned not at the location of the env_entity_maker but with an offset. (ca. 256 units).
When I give it the Input "forceSpawnAtEntityOrigin" nothing happens at all, although in this case, the same thing as without the env_entity_maker should happen.
In my map, I have a carriable, portalable wall, which consists out of several brushes, prop_dynamics and physboxes. To respawn it, I use a point_template. Unfortunately, the respawn procedure takes place in a dark area, so the wall is not lightened at all. The VDC says (in the point_template article) , if i need to spawn the template at another point than its own origin, I'd need an env_entity_maker.
But when I use one and give it the input "forceSpawn", the wall is spawned not at the location of the env_entity_maker but with an offset. (ca. 256 units).
When I give it the Input "forceSpawnAtEntityOrigin" nothing happens at all, although in this case, the same thing as without the env_entity_maker should happen.
Quote from Devolution on August 12, 2012, 9:36 amDid you specify a targetname in the parameters for the forceSpawnAtEntityOrigin?
Did you specify a targetname in the parameters for the forceSpawnAtEntityOrigin?
Quote from Alexander Bell on August 12, 2012, 9:55 amCoulnd't you move it over? Thats what I did for my bomb dropper.
Coulnd't you move it over? Thats what I did for my bomb dropper.
Quote from Brainstone on August 12, 2012, 10:19 amDevolution wrote:Did you specify a targetname in the parameters for the forceSpawnAtEntityOrigin?When I do that, the wall starts with the same offset relative to said targetname.
Of course I could just move the spawn point into the void, then surround it with nodraw to compensate the offset roughly, however that is somewhat guessing and also I'm a perfectionist.
When I do that, the wall starts with the same offset relative to said targetname.
Of course I could just move the spawn point into the void, then surround it with nodraw to compensate the offset roughly, however that is somewhat guessing and also I'm a perfectionist.
Quote from Skotty on August 12, 2012, 10:33 amThe env_entity_maker uses the point_template as origin. If the wall is 256 units away of the point_template, the env_entity_maker will spawn it everytime 256 units away from itself. It uses the relative distance of the templated entity and the point_template.
Means: The point_template must be at your entities origin if you want to spawn the entity on the env_entity_makers origin.
The env_entity_maker uses the point_template as origin. If the wall is 256 units away of the point_template, the env_entity_maker will spawn it everytime 256 units away from itself. It uses the relative distance of the templated entity and the point_template.
Means: The point_template must be at your entities origin if you want to spawn the entity on the env_entity_makers origin.
Quote from Brainstone on August 13, 2012, 10:57 amWow. I would have never thought of that. Thank you skotty.
Wow. I would have never thought of that. Thank you skotty.