[ANY] Neon Beams (1.14) [04-Dec-2021]
22 Attachment(s)
https://i.imgur.com/yB11HJN.jpg (CS:GO: custom particles, beams and presets saved to the map) https://i.imgur.com/Lik20NY.jpg (L4D2: particles, beams and presets saved to the map) https://i.imgur.com/ToxVGic.jpg (Preset with 100 beams saved 41 times - 4,100 beams. Plugin loaded 5,300 beams in 26 seconds @ 0.1 interval) [Client was in windowed mode - this crashes fullscreen clients so max beams/particles must be limited] Thanks:
Features:
Admin Commands:
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VIP Commands:
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ConVars:
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Natives for developers: See post #3 below for details and examples. Config Paths:
Changes: Code:
1.14 (04-Dec-2021)Known Issues:
Installation:
(Tested on: L4D, L4D2, CS:GO, TF2) |
Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
3 Attachment(s)
Please post your custom preset configs with screenshots and I will upload them here.
You MUST replace spaces with underscores in the filename and preset names. Preset Configs: Silvers.cfg (by SilverShot): Checkpoint_Arrows.cfg (by moekai): How: I created decals or sprays to trace their shapes in-game and avoid creating symmetrical shapes by hand. Configs: |
Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
Natives for developers:
Spoiler
Example Demo Plugins (found in the .zip):
Spoiler
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Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
Awesome!. I just needed some particle that would allow me to draw on the map or in the air, to try to create a plugin that would indicate places to live players. Thanks Silvers eres genial! :D
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Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
Nice! Is there a way to delete the beam(s) you are looking at? If not, is there a way to delete all active beams?
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Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
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Basically no. Because the entity is deleted after creation the beams/particles are permanent until round restart/map change (depending on game). The delete command (sm_neon_del) will only remove the last entry from the map saved config. Same for presets (sm_neon_delpre) will only remove the last entry from their config. Either command can be entered several times to delete the last few entries, however the beams themselves will still be visible on the map. Theres nothing I can do about this. I will add a command to wipe all the saved beams from the current maps config. Presets have their own command (sm_neon_delpre) to delete the last entry or by specifying the preset name to delete the whole file itself. You can edit presets by using the command sm_neon_preset or sm_neon_preset2 and specifying an existing config name, it will spawn those beams and display the menu letting you add more to that config. |
Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
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Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
哇,太棒了,这绝对是csgo地图制作者的福音,之前我每次做csgo地图都要破坏csgo的v pk来添加粒子文件,现在只需用插件调用来测试,谢谢你,你的插件的永远是那么的棒!
Google translate Wow, that's great. This is a gift for csgo mappers. Before I did csgo maps , I had to destroy csgo's vpk to add particle files, now I just need to use the plugin to test, thank you, your plugins are always great! |
Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Thank you!
I have updated the list of Known Issues, specifically: Quote:
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Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Very cool.
The only preset I could find is the test preset. Did you plan on sharing the ones you've created seen in your screenshots? |
Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Nice plugin but I think this kind of hard code is unnecessary.
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I usually do some changes locally to validate before publishing into a dedicated server. |
Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
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Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Quick question, is there a way to use the drawing option and have it save it? The sm_neon_save feature works, but it wont let me draw easily using that. How can I use the draw function and then save it to the map?
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Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
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Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
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Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
One more question! How hard would it be to make it so when using neon_bullets, the beam is dependent on the team? So red beams for T's, blue for CTs
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Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
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Thanks, I also realised spawning time limited beams was causing the max limit to be reached so heres a fix: Quote:
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Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
Remove presets since I no longer using it
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Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
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Edit: It is possible to create animated signs by using temporary beams, however I would recommend someone creates a 3rd party plugin using the Neon Beams include for this, as it's not something I wish to add into the main plugin. It would not be possible with particles because once they're created they cannot be removed, due to the way this plugin works. It would be highly inefficient to keep all particle entities alive on the map, eating into the 2048 max entities limit. I actually don't think it's even possible to turn off the beams once created which is why the plugin simply deletes the entities. |
Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
it would be nice to select ur colour and start to draw by holding E then release no more draw!! and ofc thank you for this wonderful plugin u rokz bro
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Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
Good idea, I'll try to add sometime.
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Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
I think it's missing the rollback to the g_iBlocked var on MapEnd/MapStart.
If we spawn the neons beams entities to the limit, even when the map changes it still prints e.g. "Spawning blocked, too many Particles." I think is because after the variable is set, it doesn't rollback to 0. I did a test putting "g_iBlocked = 0;" on MapEnd, seems to "fix", if you can look at it I would be glad. |
Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
I noticed this too, just never bothered to fix. Thanks for figuring out exactly what's wrong.
Edit: updated. Quote:
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Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
Code:
L 01/14/2020 - 01:48:15: [SM] Failed to load plugin "neon_beams.smx": Use a dedicated server. I don't support listen servers.. |
Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
Many plugins require dedicated servers because of loops like this:
PHP Code:
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Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
If you want to run the plugin in a local server, download the ".sp" from the plugin and remove/comments these lines:
Spoiler
Then, of course, compile it, and the plugin should run fine. (If you don't know how to do it, PM me) One of the things that usually doesn't work in a local server is using "sm_*" commands through console/binds, since it's detected as if the server (client 0) was calling the command. |
Re: [ANY] Neon Beams (1.3) [10-Jan-2020]
L 01/15/2020 - 14:14:42: SourceMod error session started
L 01/15/2020 - 14:14:42: Info (map "c8m5_rooftop") (file "D:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2 Dedicated Server1\left4dead2\addons\sourcemod\logs\erro rs_20200115.log") L 01/15/2020 - 14:14:42: [SM] Plugin "neon_beams.smx" encountered error 23: Native detected error L 01/15/2020 - 14:14:42: [SM] Invalid timer handle ddfc1463 (error 3) during timer end, displayed function is timer callback, not the stack trace L 01/15/2020 - 14:14:42: [SM] Unable to call function "TimerPaint" due to above error(s). L 01/15/2020 - 14:15:34: Error log file session closed. |
Re: [ANY] Neon Beams (1.4) [17-Jan-2020]
Thanks fixed. Was stupidly calling "delete timer" from inside the timer.
Code:
1.4 (17-Jan-2020) |
Re: [ANY] Neon Beams (1.4) [17-Jan-2020]
Very neat plugin that would be of great use to me, however for some reason when trying to use your arrow presets they dont seem to save. the safehouse symbol will save and load no problem but the arrows for some reason will not save to the level. overall very cool plugin! this is in left 4 dead 2 btw.
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Re: [ANY] Neon Beams (1.4) [17-Jan-2020]
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This seems like it's going to be a nightmare and introduce new problems when mixing spaces and underscores in filenames and preset names. I think requiring underscores in the filename and preset names is the only solution. Edit: updated: Code:
1.5 (20-Jan-2020) |
Re: [ANY] Neon Beams (1.6) [10-May-2020]
when a client put Temp Beam in c1m3_mall, crash the game-client
can add a find command? you see a point of a beam, then sm_neon_find, and in console or chat, detect in a small area where you are observing, the points (Point A and Point B), or directly add a command to remove the beam you are observing EDIT: to any of you, when using this plugin, decrease the fps of your game sometimes? I can feel that this plugin causes me to drop fps constantly, from time to time. In l4d2, when starting the round, the lines do not load immediately, it may take a long time ... EDIT2: Errorlogs in L4D2 L 11/04/2020 - 20:09:10: [SM] Exception reported: Client index 6 is invalid (arg 5) L 11/04/2020 - 20:09:10: [SM] Blaming: functionsnovital\neon_beams.smx L 11/04/2020 - 20:09:10: [SM] Call stack trace: L 11/04/2020 - 20:09:10: [SM] [0] LogAction L 11/04/2020 - 20:09:10: [SM] [1] Line 1292, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\neon_beams.sp::LoadBeams L 11/04/2020 - 20:09:10: [SM] [2] Line 1277, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\neon_beams.sp::TimerMake |
Re: [ANY] Neon Beams (1.7) [30-Sep-2020]
2 Attachment(s)
Thanks Silvers,
Here are some letter/number presets that I made a long time ago, sharing in case of being useful to someone. Put the files in the sourcemod/data/neon/presets folder. Preview: https://i.imgur.com/VjOet24.png Technical info
Spoiler
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Re: [ANY] Neon Beams (1.7) [30-Sep-2020]
Note: Already included in the main plugin (thanks Silvers).
I have found some other particles in L4D2 that behaves well with the plugin and edited the code to add it. Increased L4D2 from 9 to 37 particles.
*Lights Moving particles don't kill the entity. **Resource expensive. Don't kill the entity and refreshes the particle very often. Preview: https://i.imgur.com/nGB6boh.png |
Re: [ANY] Neon Beams (1.7) [30-Sep-2020]
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nice :up: |
Re: [ANY] Neon Beams (1.8) [26-Feb-2021]
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The beams are deleted from the map so it's not possible to point at one and use something like "sm_neon_find". The only way would be finding something around the area you're looking for, it's not something I have time to write. If you have many beams they will take a while to load, the first post mentions under known issues how many beams it loads in 1 frame and how often, controlled by cvar, changing from the default values might make some beams not load. Quote:
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Re: [ANY] Neon Beams (1.8) [26-Feb-2021]
Can you make a command that from my point of view position, I can place a neon in the air?
Depending on what distance you tell the command between my eye and the angle i view To do this, I depend on another plugin that allows me to place objects in the air so that I can use the support for neon. I need it to be done without the need for that support for neon. |
Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
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Code:
1.9 (29-Mar-2021) |
Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
1 Attachment(s)
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Something I forgot to mention is, can this also be applied for presets? I have special presets (lines) that would help me greatly to place these lines in the air more quickly (require angle calculation depends of you eye sight) I leave it attached so that you can see them yourself (excuse the Spanish in the .zip) |
Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
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Code:
1.10 (01-Apr-2021) |
Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
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Presets they work fine for Particles, but if you use Beam, these cannot be seen Temporary Presets by other players (the player who put it, can see it) As it is in my case with my .cfg sourcemod\data\neon\presets\Lines.cfg Code:
"Red/V[0x25]" |
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