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-   -   set_lights to fakemeta. (https://forums.alliedmods.net/showthread.php?t=83530)

xbatista 01-11-2009 06:55

set_lights to fakemeta.
 
It is possible convert set_lights to fakemeta?fm_set_lights. ^_^
Without using engine.

xbatista 01-11-2009 07:17

Re: set_lights to fakemeta.
 
Problem solved ,sorry ;)
http://forums.alliedmods.net/showthr...ght=set_lights

ConnorMcLeod 01-11-2009 08:32

Re: set_lights to fakemeta.
 
1 Attachment(s)
engine use StartFrame forward.
I think you can use this plugin and just use set_lights in your plugin, all you have to do is declare the native at the top of .sma (where you put globals, enums, defines...) :
native set_lights( const Lighting[] )

xbatista 01-11-2009 08:36

Re: set_lights to fakemeta.
 
plugin init
new skyname[32]
get_pcvar_string(zombie_skyname, skyname, 31)
set_cvar_string("sv_skyname", skyname)
set_cvar_num("sv_skycolor_r", 0)
set_cvar_num("sv_skycolor_g", 0)
set_cvar_num("sv_skycolor_b", 0)
zombie_skyname = register_cvar("l4d_skyname", "space") // Skyname
public client_putinserver()
{
fm_set_lights("c") // Lights on the map.Default lights in cs is "m".
}
stock fm_set_lights(const lights[])
{
engfunc(EngFunc_LightStyle, 0, lights);
}

So it is good or Better I'll use your code?

ConnorMcLeod 01-11-2009 08:44

Re: set_lights to fakemeta.
 
Your code should work fine.

xbatista 01-11-2009 08:53

Re: set_lights to fakemeta.
 
I'm learning from other plugins and tuts more better than pawn ;)

Exolent[jNr] 01-11-2009 13:38

Re: set_lights to fakemeta.
 
Always search before creating a thread.
This is yet another thread you have made that has been answered before.


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