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Attachments remain before and after entity active
Streetboat Offline
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#1
Attachments remain before and after entity active

As the title said, I added some attachments to the brute model, and I'm pretty pleased with the end result for a more gruesome version of the monster, but I ran into a problem: the attachments (particle systems, lights, and billboards) all remain active within the level even when the monster isn't made active yet! Is there a way to work around this?

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(This post was last modified: 06-05-2012, 08:50 PM by Streetboat.)
06-05-2012, 06:58 AM
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palistov Offline
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#2
RE: Attachments remain before and after entity active

Assuming the brute is named "streetbrute", try setting "streetbrute_PointLight_1" invisible, for example. Connect billboards to lights, which you set inactive via the aforementioned method. As for particles, I don't think you can attach them to anything, so you might be S.O.L. there.

06-05-2012, 07:02 AM
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Streetboat Offline
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#3
RE: Attachments remain before and after entity active

Brilliant, that worked perfectly. Now, the only problem is that sometimes the monsters despawn when they're out of the player's line of sight, thus still having the floating lights. How can I control whether or not they despawn when in sight?

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06-05-2012, 02:56 PM
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#4
RE: Attachments remain before and after entity active

(06-05-2012, 02:56 PM)Streetboat Wrote: How can I control whether or not they despawn when in sight?

http://www.youtube.com/watch?v=xWPU6frXm...8&index=19

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06-05-2012, 04:57 PM
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Streetboat Offline
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#5
RE: Attachments remain before and after entity active

Fixed it. Thank you. Smile

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06-05-2012, 08:50 PM
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