set_lights to fakemeta.
It is possible convert set_lights to fakemeta?fm_set_lights. ^_^
Without using engine. |
Re: set_lights to fakemeta.
Problem solved ,sorry ;)
http://forums.alliedmods.net/showthr...ght=set_lights |
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[] ) |
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? |
Re: set_lights to fakemeta.
Your code should work fine.
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Re: set_lights to fakemeta.
I'm learning from other plugins and tuts more better than pawn ;)
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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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