Re: TF2 setting Cloak Meter value
SetEntPropFloat(ent, Prop_Send, "m_flCloakMeter", val) is what i use.. Pretty much can put whatever yu want in therr and no harm will be done.
Other method works okay too though. |
Re: TF2 setting Cloak Meter value
I tried different values like '-1.0', '1.0' and '10.0'. I cannot seem to get it to work.
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Re: TF2 setting Cloak Meter value
Where are trying to change their cloak meter at? You might have to constantly set it in a post think.
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Re: TF2 setting Cloak Meter value
It only works on spys, and they have to have an invis watch.
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Re: TF2 setting Cloak Meter value
Setting on post think, does seem like it could do the trick.
If it only works for spies, then can we give the other classes the watch or attributes needed? I presume it is not locked to the spy. I have redone my code and the best solution now, is to have them transparent. Such that we can still see the weapons/cosmetics, but not the player model. The reason the cloak effect would have been nice, is because of the flickering effect on contact. This would kinda need to be coupled with some particle trail or beacon too, to keep the game play interesting still. edit: I had a look at some examples of invisibility and ended up with a rather neat (and working) effect. PHP Code:
I am glad to finally have this working. Thanks everyone for your help. |
Re: TF2 setting Cloak Meter value
Spy stuff is not going to work for non spys. Rendermode or color is a better bet.
You can set weapons, wearables, and clients to be transparent, however you can not remove tempents or client side effects.. So unusual hat particles, or arrows stuck in the player will still show. I dont know how to go about removing arrows, for hats and such, you can just kill them if you really need to. When hiding weapons, make sure that you hide disguise weapons on spies :3 For transparency you can do 255 255 255 0 if you are rendering alpha, try rendermode_color |
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