How to remove entites for 1 round?
As the topic already says, like this which is called by a function.
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Re: How to remove entites for 1 round?
I'd just set the entity to be invisible and be not solid, then store its index in a dynamic array. At round start, you can loop through all of the array indices in your dynamic array (holding the index of the entities removed) and set their normal alpha / solidity back to normal.
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Re: How to remove entites for 1 round?
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Re: How to remove entites for 1 round?
Which parts don't you know? For the rendering either use set_rendering (fun) or set_pev(fakemeta, info on pev values) with pev_render type of values.
For the array storage, you just use the functions listed in cellarray.inc (lol it sounds like celery). ArrayPushArray, ArrayGetArray, ArraySize, etc. EDIT: I'll be back in 2:30 hours, sorry if I don't reply quickly. |
Re: How to remove entites for 1 round?
I know how to use set_rendering, but I don'^t have any idea about the array storage. :cry:
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Re: How to remove entites for 1 round?
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Re: How to remove entites for 1 round?
Method #1:
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Re: How to remove entites for 1 round?
AddToFullPack oO
All you have to do is to add EF_NODRAW to effects, store solid and set it to SOLID_NOT. Make a system to mark/store entities list. Restore solid and remove EF_NODRAW from effects. |
Re: How to remove entites for 1 round?
Exolent, could you explain those iuser* and vuser* entity properties? I'd seen them a few times but never really grasped what their meaning was. xPaw's Pev Research didn't have anything on them, either.
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Re: How to remove entites for 1 round?
@Connor
It may not be the most efficient. I just like to show possible solutions. @wrecked They are basically extra values available to be set on entities. However, some entities use them. For example, players use iuser1 and iuser2 for spectator properties. |
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