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-   -   TE_MULTIGUNSHOT usage (https://forums.alliedmods.net/showthread.php?t=126965)

NiHiLaNTh 05-15-2010 15:14

TE_MULTIGUNSHOT usage
 
First, I want to say that I used "Search" function and it showed me results that are not even close to what I needed.
I need explanations in some TE_MULTIGUNSHOT arguments, please.
Code:

// write_byte(TE_MULTIGUNSHOT)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)
// write_coord(x noise * 100)
// write_coord(y noise * 100)
// write_byte(count)
// write_byte(bullethole decal texture index)

1)
Code:

// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)

Direction of what ?

2)
Code:

// write_coord(x noise * 100)
// write_coord(y noise * 100)

And whats that supposed to be ?

3)
Code:

// write_byte(count)
Probably gun shot decal count ?

abdul-rehman 05-15-2010 15:54

Re: TE_MULTIGUNSHOT usage
 
What is TE_MULTIGUNSHOT supposed to do any way and why do u need it...??

wrecked_ 05-15-2010 16:04

Re: TE_MULTIGUNSHOT usage
 
Quote:

Originally Posted by abdul-rehman (Post 1181249)
What is TE_MULTIGUNSHOT supposed to do any way and why do u need it...??

Code:
#define TE_MULTIGUNSHOT             126      // Much more compact shotgun message // This message is used to make a client approximate a 'spray' of gunfire. // Any weapon that fires more than one bullet per frame and fires in a bit of a spread is // a good candidate for MULTIGUNSHOT use. (shotguns) // // NOTE: This effect makes the client do traces for each bullet, these client traces ignore //       entities that have studio models.Traces are 4096 long.

@OP - This should answer your question of the directions.

abdul-rehman 05-16-2010 03:36

Re: TE_MULTIGUNSHOT usage
 
Quote:

Originally Posted by wrecked_ (Post 1181267)
Code:
#define TE_MULTIGUNSHOT 126 // Much more compact shotgun message</p><p>// This message is used to make a client approximate a 'spray' of gunfire.</p><p>// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is</p><p>// a good candidate for MULTIGUNSHOT use. (shotguns)</p><p>//</p><p>// NOTE: This effect makes the client do traces for each bullet, these client traces ignore</p><p>//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb sp; entities that have studio models.Traces are 4096 long.



Wrecked_ how do you write in code tags with color bcoz when i write it i get black color see:
Code:

#define TE_MULTIGUNSHOT 126 // Much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.

And when i qouted what you have written in code..you can see this mess like this
<p> Hi </p>

NiHiLaNTh 05-16-2010 03:40

Re: TE_MULTIGUNSHOT usage
 
Ok, but what about
Code:

// write_coord(x noise * 100)
// write_coord(y noise * 100)

?

wrecked_ 05-16-2010 11:45

Re: TE_MULTIGUNSHOT usage
 
@NiHiLaNTh - Just experiment with those. I'm sure you'll find something suitable for your situation.

@abdul-rehman - You're probably using IE. I use Google Chrome, and then generally doesn't happen to me. For the colors, I use [SMALL] tags, but many other people use [PAWN] as well. I just like the small colors better. The common tags for code are [PAWN][SMALL] and [PHP]. [CODE] is pure black.


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