Talk:Info target: Difference between revisions
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*'''info_target'''s have a flag, [delete on start] make sure it is '''not''' checked. This is for optimization purposes. When you set a camera angle when game starts for example. | *'''info_target'''s have a flag, [delete on start] make sure it is '''not''' checked. This is for optimization purposes. When you set a camera angle when game starts for example. | ||
Im not 100% sure about this but I seem to remember something like it. Let me know if it helps.--[[User:Deadity|Deadity]] 00:30, 4 Feb 2006 (PST) | Im not 100% sure about this but I seem to remember something like it. Let me know if it helps.--[[User:Deadity|Deadity]] 00:30, 4 Feb 2006 (PST) | ||
Wow. quick answer--[[User:Deadity|Deadity]] 00:31, 4 Feb 2006 (PST) |
Revision as of 01:31, 4 February 2006
- Disappearing info_targets: Is this a feature or a bug? I create a new info_target, give it a name, compile in VBSP and run in engine (CS btw, but that doesn't matter for this entity). I type ent_fire in the console to see if its present, and it is. Then, I parent the info_target to a func_movelinear so that the target will move in a sequence I'm doing. Recompile BSP and bam, no more info_target by that name? I remove the Parent entry and the info_target is back? Workaround of firing a SetParent when the sequence starts is fine, but this just doesn't seem right. Or maybe I'm wrong...
--TracerDX 00:13, 4 Feb 2006 (PST)
- info_targets have a flag, [delete on start] make sure it is not checked. This is for optimization purposes. When you set a camera angle when game starts for example.
Im not 100% sure about this but I seem to remember something like it. Let me know if it helps.--Deadity 00:30, 4 Feb 2006 (PST)
Wow. quick answer--Deadity 00:31, 4 Feb 2006 (PST)