TE_BEAMCYLINDER
Im not understanding at all the usage of this...
#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime // coord coord coord (center position) //right, up to here OK // coord coord coord (axis and radius) // dont know wich i should change to get what i want :S // short (sprite index) // NP // byte (starting frame) // how can i use this? i mean i do no the framte rate.. // byte (frame rate in 0.1's) //every time i saw this, this was set "0" // byte (life in 0.1's) //life? duh? // byte (line width in 0.1's) // guess i know what it is, but not sure // byte (noise amplitude in 0.01's) // noise, ok // byte,byte,byte (color) // simple :D // byte (brightness) // simple :D // byte (scroll speed in 0.1's) // also, always saw this set on 0 |
Re: TE_BEAMCYLINDER
Check this plugin : http://forums.alliedmods.net/showthr...light=frosnade
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Re: TE_BEAMCYLINDER
Example use...
Code:
#include <amxmodx> |
Re: TE_BEAMCYLINDER
Quote:
Here's an example doing that with less code - a stock http://forums.alliedmods.net/showthr...ighlight=grave |
Re: TE_BEAMCYLINDER
Thanks for answering but i cant find what the hell does exacltly change the size. :S
I want it near 2mts high (suposing an CT is 1.80 LOL) but when i change one value it changes in an annoyng way :S and well, radius like 2 cts |
Re: TE_BEAMCYLINDER
Quote:
Code:
native engfunc(type,any:...); |
Re: TE_BEAMCYLINDER
It doesn't matter if you copied or not. But i think it's kinda rubish to use fakemeta just for precache native.
@ Speed!: what exactly do you not understand? you want to create that cylinder above a player? |
Re: TE_BEAMCYLINDER
Quote:
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