Ok if this works voldemort can you give us a better link to your tut as the above is a bit vague and after much searching ive still not found it.
Ive also tryed this out with both a securitycamera and a cameraview with no succes.
I built a map much like in PB's video for the prey alike portals, two rooms func_static with a remoterendermap in one and a securitycamera in the other with a "scanfov" of "90".
Start it up everything works fine.
Now ive placed a trigger_once connected to a target_setkeyval with the key of "keyval" and a value "scanfov;10" targeted at the securitycamera.
Start the map up do a listspawnargs func_securitycamera_1 and in the list it displays the camera as having a k/v of "scanfov" "90".
Hit the trigger_once and nothing happens to the securitycamera view.
Check the spawnargs again and it has changed.
As far as im concerend this does not work and after quite a few months of trawling through the SDK i was pretty sure i could explain why. Like many of my previous posts if the entity is not looking for a change during its cycle or it is not updated using updateChangableSpawnArgs its just not going to happen.
I will agree there are a few spawnargs that you can update and the code will look for these and add the changes accordingly but there have been several of your posts were you say use a target_setkeyval and not matter how many times i try it or look for where thier being update it just never happens.
Please please please if your doing something that the rest of us missing let us in on the secret you entity spagetti chaining guru/nutter
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this is only partially true. it also calls UpdateVisuals() and Present(). this is very interesting...
The reason i did not quote these two function is because i believe they would have nothing to do with what your after.
After looking into Present and in particular gameRenderWorld->AddEntityDef or UpdateEntityDef and from the experiments above i still believe they have nothing to do with what your after.
Although we dont have the code for either of these function they both seem to be doing the same thing , transfering renderentity data to the renderer, one runs first itme round when the entity has not got a modeldefHandle (has not been put on the list for updating) the other everytime after that.
Both these lines i believe are passing a renderview_t (see definition for what it contains) into the list of entities to be drawn and i cannot belive that carmack would wait until then ( although could be possible as both an entity id number and shaderparms either of which could be used) when there are so many other place that would be easyier or are already checking an entity for changed spawnargs, it just wouldnt make sense.
Disclaimer goes here though, i am by no way a code guru and it may well be proved that i am totaly out of my depth (i can already hear a slight gurgling sound above the water rushing in and out of my ears) and have to change the way i think the code works.
