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-   -   Heatvision -- Alpha 1 (https://forums.alliedmods.net/showthread.php?t=22434)

BetaX 12-26-2005 18:44

Heatvision -- Alpha 1
 
Code:
#include <amxmodx> #include <amxmisc> #include <cstrike> #include <engine> new g_nMsgScreenFade public plugin_init() {     register_plugin("HEAT VISION", "1.0a", "BetaX")     register_clcmd("say /buy", "handle_buy", -1, "...");     g_nMsgScreenFade = get_user_msgid("ScreenFade") } public handle_buy(id) {     new pMoney = cs_get_user_money(id);     if (pMoney <= 100) {         return PLUGIN_HANDLED;     }         new pNewMoney = pMoney - 100;     cs_set_user_money(id, pNewMoney, 1);     set_task(0.1,"handle_green",0,"",0,"b")     return PLUGIN_HANDLED; } public handle_green(id) {     message_begin(MSG_ONE,g_nMsgScreenFade,{0,0,0},id)     write_short(0.1)    // Duration     write_short(10) // Hold time     write_short(0)  // Fade type     write_byte (200)        // Red     write_byte (0)      // Green     write_byte (0)      // Blue     write_byte (10) // Alpha     message_end()     return PLUGIN_CONTINUE }

I did something bad here. :S

(By the way, I'll add in the credits after I am completely done.

Some of this was blatantly stolen from V3X and AsskickR. <3 Open Source guys...)

Something with handle_green... or red, in this situation. >>

I have no idea what I am doing wrong. I think it is the dest in message_begin...

Also, a second question, where can I find a clean list of these types of events and what they do?

I am in the HL SDK, but they're hard to find.

Thanks again for helping a poor noob like myself! :P

DarlD 12-26-2005 19:31

I been looking for an event list as well, hard to find

v3x 12-26-2005 21:03

Code:
set_task(0.1, "handle_green", id, _, _, "b")

As for the events list, take a look at this ( a bit outdated, I think ): http://ghw-amxx.biz/cs_events.html

I'm hoping to get the AMXX site done soon, too.. ;-\

BetaX 12-27-2005 15:38

Quote:

Originally Posted by v3x
Code:
set_task(0.1, "handle_green", id, _, _, "b")

As for the events list, take a look at this ( a bit outdated, I think ): http://ghw-amxx.biz/cs_events.html

I'm hoping to get the AMXX site done soon, too.. ;-\

...

V3x, I think that list is missing some events.

And also, where is a list of the MSG_* in the message_begin function? And maybe an explanation?

For instance, 'Ultimate Lightning' by Basic-Master has . . .

Code:
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)

Charr 12-29-2005 13:16

SVC_TEMPENTITY is a different type of message, with a lot of stuff you can do with it. Heres a long list of args:
NOTE: The first byte must be it "identifier" so the engine knows what to do. If its not the game will crash.
EX:
Code:
message_begin(MSG_ALL,SVC_TEMPENTITY)  write_byte(27)  // 27 = TE_DLIGHT  ...  message_end()

Code:

//
// temp entity events
//

#define  TE_BEAMPOINTS      0      // beam effect between two points
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define  TE_BEAMENTPOINT      1      // beam effect between point and entity
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define  TE_GUNSHOT        2      // particle effect plus ricochet sound
// coord coord coord (position)

#define  TE_EXPLOSION      3      // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
// byte (flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE      0  // all flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE  1  // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS  2  // do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND      4  // do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES  8  // do not draw particles


#define  TE_TAREXPLOSION      4      // Quake1 "tarbaby" explosion with sound
// coord coord coord (position)

#define  TE_SMOKE        5      // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)

#define  TE_TRACER        6      // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)

#define  TE_LIGHTNING      7      // TE_BEAMPOINTS with simplified parameters
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// byte (amplitude in 0.01's)
// short (sprite model index)

#define  TE_BEAMENTS        8     
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define  TE_SPARKS        9      // 8 random tracers with gravity, ricochet sprite
// coord coord coord (position)

#define  TE_LAVASPLASH      10      // Quake1 lava splash
// coord coord coord (position)

#define  TE_TELEPORT        11      // Quake1 teleport splash
// coord coord coord (position)

#define TE_EXPLOSION2      12      // Quake1 colormaped (base palette) particle explosion with sound
// coord coord coord (position)
// byte (starting color)
// byte (num colors)

#define TE_BSPDECAL        13      // Decal from the .BSP file
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// short (texture index of precached decal texture name)
// short (entity index)
// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity)

#define TE_IMPLOSION      14      // tracers moving toward a point
// coord, coord, coord (position)
// byte (radius)
// byte (count)
// byte (life in 0.1's)

#define TE_SPRITETRAIL      15      // line of moving glow sprites with gravity, fadeout, and collisions
// coord, coord, coord (start)
// coord, coord, coord (end)
// short (sprite index)
// byte (count)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (velocity along vector in 10's)
// byte (randomness of velocity in 10's)

#define TE_BEAM            16      // obsolete

#define TE_SPRITE        17      // additive sprite, plays 1 cycle
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (brightness)

#define TE_BEAMSPRITE      18      // A beam with a sprite at the end
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)

#define TE_BEAMTORUS      19      // screen aligned beam ring, expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMDISK        20      // disk that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMCYLINDER      21      // cylinder that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMFOLLOW      22      // create a line of decaying beam segments until entity stops moving
// short (entity:attachment to follow)
// short (sprite index)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte,byte,byte (color)
// byte (brightness)

#define TE_GLOWSPRITE      23     
// coord, coord, coord (pos) short (model index) byte (scale / 10)

#define TE_BEAMRING        24      // connect a beam ring to two entities
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_STREAK_SPLASH  25      // oriented shower of tracers
// coord coord coord (start position)
// coord coord coord (direction vector)
// byte (color)
// short (count)
// short (base speed)
// short (ramdon velocity)

#define TE_BEAMHOSE        26      // obsolete

#define TE_DLIGHT        27      // dynamic light, effect world, minor entity effect
// coord, coord, coord (pos)
// byte (radius in 10's)
// byte byte byte (color)
// byte (brightness)
// byte (life in 10's)
// byte (decay rate in 10's)

#define TE_ELIGHT        28      // point entity light, no world effect
// short (entity:attachment to follow)
// coord coord coord (initial position)
// coord (radius)
// byte byte byte (color)
// byte (life in 0.1's)
// coord (decay rate)

#define TE_TEXTMESSAGE      29
// short 1.2.13 x (-1 = center)
// short 1.2.13 y (-1 = center)
// byte Effect 0 = fade in/fade out
        // 1 is flickery credits
        // 2 is write out (training room)

// 4 bytes r,g,b,a color1  (text color)
// 4 bytes r,g,b,a color2  (effect color)
// ushort 8.8 fadein time
// ushort 8.8  fadeout time
// ushort 8.8 hold time
// optional ushort 8.8 fxtime  (time the highlight lags behing the leading text in effect 2)
// string text message      (512 chars max sz string)
#define TE_LINE            30
// coord, coord, coord      startpos
// coord, coord, coord      endpos
// short life in 0.1 s
// 3 bytes r, g, b

#define TE_BOX            31
// coord, coord, coord      boxmins
// coord, coord, coord      boxmaxs
// short life in 0.1 s
// 3 bytes r, g, b

#define TE_KILLBEAM        99      // kill all beams attached to entity
// short (entity)

#define TE_LARGEFUNNEL      100
// coord coord coord (funnel position)
// short (sprite index)
// short (flags)

#define  TE_BLOODSTREAM      101      // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)

#define  TE_SHOWLINE        102      // line of particles every 5 units, dies in 30 seconds
// coord coord coord (start position)
// coord coord coord (end position)

#define TE_BLOOD        103      // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)

#define TE_DECAL        104      // Decal applied to a brush entity (not the world)
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
// short (entity index)

#define TE_FIZZ            105      // create alpha sprites inside of entity, float upwards
// short (entity)
// short (sprite index)
// byte (density)

#define TE_MODEL        106      // create a moving model that bounces and makes a sound when it hits
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// angle (initial yaw)
// short (model index)
// byte (bounce sound type)
// byte (life in 0.1's)

#define TE_EXPLODEMODEL      107      // spherical shower of models, picks from set
// coord, coord, coord (origin)
// coord (velocity)
// short (model index)
// short (count)
// byte (life in 0.1's)

#define TE_BREAKMODEL      108      // box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)

#define TE_GUNSHOTDECAL      109      // decal and ricochet sound
// coord, coord, coord (position)
// short (entity index???)
// byte (decal???)

#define TE_SPRITE_SPRAY      110      // spay of alpha sprites
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (sprite index)
// byte (count)
// byte (speed)
// byte (noise)

#define TE_ARMOR_RICOCHET  111      // quick spark sprite, client ricochet sound.
// coord, coord, coord (position)
// byte (scale in 0.1's)

#define TE_PLAYERDECAL      112      // ???
// byte (playerindex)
// coord, coord, coord (position)
// short (entity???)
// byte (decal number???)
// [optional] short (model index???)

#define TE_BUBBLES        113      // create alpha sprites inside of box, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)

#define TE_BUBBLETRAIL      114      // create alpha sprites along a line, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)

#define TE_BLOODSPRITE      115      // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// coord, coord, coord (position)
// short (sprite1 index)
// short (sprite2 index)
// byte (color)
// byte (scale)

#define TE_WORLDDECAL      116      // Decal applied to the world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)

#define TE_WORLDDECALHIGH  117      // Decal (with texture index > 256) applied to world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)

#define TE_DECALHIGH      118      // Same as TE_DECAL, but the texture index was greater than 256
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
// short (entity index)

#define TE_PROJECTILE      119      // Makes a projectile (like a nail) (this is a high-priority tent)
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (modelindex)
// byte (life)
// byte (owner)  projectile won't collide with owner (if owner == 0, projectile will hit any client).

#define TE_SPRAY        120      // Throws a shower of sprites or models
// coord, coord, coord (position)
// coord, coord, coord (direction)
// short (modelindex)
// byte (count)
// byte (speed)
// byte (noise)
// byte (rendermode)

#define TE_PLAYERSPRITES  121      // sprites emit from a player's bounding box (ONLY use for players!)
// byte (playernum)
// short (sprite modelindex)
// byte (count)
// byte (variance) (0 = no variance in size) (10 = 10% variance in size)

#define TE_PARTICLEBURST  122      // very similar to lavasplash.
// coord (origin)
// short (radius)
// byte (particle color)
// byte (duration * 10) (will be randomized a bit)

#define TE_FIREFIELD        123      // makes a field of fire.
// coord (origin)
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// short (modelindex)
// byte (count)
// byte (flags)
// byte (duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT  1 // all sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT  2 // some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP      4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA      8 // if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR      16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.

#define TE_PLAYERATTACHMENT        124 // attaches a TENT to a player (this is a high-priority tent)
// byte (entity index of player)
// coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset )
// short (model index)
// short (life * 10 );

#define TE_KILLPLAYERATTACHMENTS  125 // will expire all TENTS attached to a player.
// byte (entity index of player)

#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.
//
// coord (origin)
// coord (origin)
// coord (origin)
// coord (direction)
// coord (direction)
// coord (direction)
// coord (x noise * 100)
// coord (y noise * 100)
// byte (count)
// byte (bullethole decal texture index)

#define TE_USERTRACER            127 // larger message than the standard tracer, but allows some customization.
// coord (origin)
// coord (origin)
// coord (origin)
// coord (velocity)
// coord (velocity)
// coord (velocity)
// byte ( life * 10 )
// byte ( color ) this is an index into an array of color vectors in the engine. (0 - )
// byte ( length * 10 )


BetaX 12-30-2005 18:52

Ahhh... Yes, thank you. I already resolved this, and I already found that list.

Thanks anyhow. I'm sure it'll help someone else.


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