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-   -   Te_multigunshot (https://forums.alliedmods.net/showthread.php?t=336105)

neiht 01-28-2022 00:10

Te_multigunshot
 
Hello, can someone explain more about this message constant (TE_MULTIGUNSHOT) for me. These following informations in message_const.inc seem not enough for me to use this constant properly. Thanks!

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.
//
// 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)


OciXCrom 01-28-2022 09:27

Re: Te_multigunshot
 
You can find a more detailed description and video preview, along with much easier usage here - https://forums.alliedmods.net/showthread.php?t=310276

http://amxx-bg.info/api/msgstocks/te..._multi_gunshot

CrazY. 01-28-2022 15:16

Re: Te_multigunshot
 
https://github.com/baso88/SC_AngelSc...E_MULTIGUNSHOT


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