EntityStop()
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Zip

I think I remember a Gayo/vec post on this somewhere, but can't find it. Basically EntityStop() doesn't halt the entity dead, it always finishes the last bit of the movecode. So in this example:
	EntityMove(2, "w1500");

WaitUpdate(1000);
EntityStop(2);
EntityMove(2, "l2");

The entity waits for 15 seconds, when I only want it to wait for 10. So, does anyone know a way of completely aborting the movecode? I need this to emulate per-pixel movement, until vec makes "p" in movecode work. It also causes me problems all over with everything else too.

Zip

Posted on 2004-07-20 17:15:17

vecna

fixed in next build, and so is 'p'

Posted on 2004-07-22 03:57:31

Zip

*dances*

*kisses vec*

Thank you!

Zip

Posted on 2004-07-22 12:11:59


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