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-   -   TE_BEAMCYLINDER - Creating 7 sides ring. (https://forums.alliedmods.net/showthread.php?t=87880)

xPaw 03-17-2009 17:14

TE_BEAMCYLINDER - Creating 7 sides ring.
 
I'm using this code
PHP Code:

message_beginMSG_BROADCASTSVC_TEMPENTITY );
    
write_byteTE_BEAMCYLINDER );
    
write_coordorigin[0] );
    
write_coordorigin[1] );
    
write_coordorigin[2] - 33 );
    
write_coordorigin[0] );
    
write_coordorigin[1] );
    
write_coordorigin[2] + 20 );
    
write_shortg_flBeam );
    
write_byte);
    
write_byte);
    
write_byte);
    
write_byte);
    
write_byte);
    
write_byte255 );    // R
    
write_byte85 );    // G
    
write_byte);    // B
    
write_byte255 );
    
write_byte);
    
message_end(); 

but i got only 5 sides, i saw what guys did 7 sides. how to?

My ring: http://pic.ipicture.ru/uploads/090318/bqfOKgBV4P.png
Wich i want: http://pic.ipicture.ru/uploads/090318/8NunuDChxo.jpg

Dr.G 03-17-2009 17:44

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
what happens if you set a frame rate on it?

xPaw 03-17-2009 17:46

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
humm didnt tryed, ill try it tomorrow, dont have time today

AntiBots 03-17-2009 17:50

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
Change the #12 write_ to 12.

xPaw 03-18-2009 04:14

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
AntiBots what you mean? oO

Hunter-Digital 03-18-2009 04:44

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
he means you should change the 12th write_ param to 12...

PHP Code:

message_beginMSG_BROADCASTSVC_TEMPENTITY ); 
    
write_byteTE_BEAMCYLINDER ); //1
    
write_coordorigin[0] ); //2
    
write_coordorigin[1] ); //3
    
write_coordorigin[2] - 33 ); //4
    
write_coordorigin[0] ); //5
    
write_coordorigin[1] ); //6
    
write_coordorigin[2] + 20 ); //7
    
write_shortg_flBeam ); //8
    
write_byte); //9
    
write_byte); //10
    
write_byte); //11
    
write_byte); //12 < change this one
    
write_byte);
    
write_byte255 );    // R 
    
write_byte85 );    // G 
    
write_byte);    // B 
    
write_byte255 ); 
    
write_byte); 
    
message_end(); 


xPaw 03-18-2009 10:00

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
doesnt work

Dr.G 03-18-2009 13:27

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
did you try to upper the framerate`?

SchlumPF* 03-18-2009 13:40

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
im sry but i dont remember this either, i just know that when i tested this messages i found some byte which had an influence on this.
anyway, here is the message i use and which can be seen on the screenshot which shows a cylinder with 7 sides.

PHP Code:

message_beginMSG_ONE_UNRELIABLESVC_TEMPENTITY, { 0.00.00.0 }, plr );
write_byteTE_BEAMCYLINDER );
engfuncEngFunc_WriteCoordorigin[0] );
engfuncEngFunc_WriteCoordorigin[1] );
engfuncEngFunc_WriteCoordorigin[2] - ( ducked 12 30 ) );
engfuncEngFunc_WriteCoordorigin[0] );
engfuncEngFunc_WriteCoordorigin[1] );
engfuncEngFunc_WriteCoordorigin[2] + 40 );
write_shortg_flSprite ); // "sprites/white.spr"
write_byte);
write_byte);
write_byte);
write_byte);
write_byte);
write_byteCOLOR_RED ); // red
write_byteCOLOR_GREEN ); // green
write_byteCOLOR_BLUE ); // blue
write_byte255 ); // brightness
write_byte);
message_end( ); 


ConnorMcLeod 03-18-2009 13:58

Re: TE_BEAMCYLINDER - Creating 7 sides ring.
 
How it is used in HLSDK :
PHP Code:

apache.cpp

        
// blast circle
        
MESSAGE_BEGINMSG_PVSSVC_TEMPENTITYpev->origin );
            
WRITE_BYTETE_BEAMCYLINDER );
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.z);
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.2000 ); // reach damage radius over .2 seconds
            
WRITE_SHORTm_iSpriteTexture ); // "sprites/white.spr"
            
WRITE_BYTE); // startframe
            
WRITE_BYTE); // framerate
            
WRITE_BYTE); // life
            
WRITE_BYTE32 );  // width
            
WRITE_BYTE);   // noise
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE192 );   // r, g, b
            
WRITE_BYTE128 ); // brightness
            
WRITE_BYTE);        // speed
        
MESSAGE_END();



houndeye.cpp
    
// blast circles
    
MESSAGE_BEGINMSG_PASSVC_TEMPENTITYpev->origin );
        
WRITE_BYTETE_BEAMCYLINDER );
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16);
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16 HOUNDEYE_MAX_ATTACK_RADIUS .2); // reach damage radius over .3 seconds
        
WRITE_SHORTm_iSpriteTexture ); // "sprites/shockwave.spr"
        
WRITE_BYTE); // startframe
        
WRITE_BYTE); // framerate
        
WRITE_BYTE); // life
        
WRITE_BYTE16 );  // width
        
WRITE_BYTE);   // noise

        
WriteBeamColor();
        
//    WRITE_BYTE( bRed   );
        //    WRITE_BYTE( bGreen );
        //    WRITE_BYTE( bBlue  );

        
WRITE_BYTE255 ); //brightness
        
WRITE_BYTE);        // speed
    
MESSAGE_END();

    
MESSAGE_BEGINMSG_PASSVC_TEMPENTITYpev->origin );
        
WRITE_BYTETE_BEAMCYLINDER );
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16);
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16 + ( HOUNDEYE_MAX_ATTACK_RADIUS ) / .2); // reach damage radius over .3 seconds
        
WRITE_SHORTm_iSpriteTexture );
        
WRITE_BYTE); // startframe
        
WRITE_BYTE); // framerate
        
WRITE_BYTE); // life
        
WRITE_BYTE16 );  // width
        
WRITE_BYTE);   // noise

        
WriteBeamColor();
        
//    WRITE_BYTE( bRed   );
        //    WRITE_BYTE( bGreen );
        //    WRITE_BYTE( bBlue  );
        
        
WRITE_BYTE255 ); //brightness
        
WRITE_BYTE);        // speed
    
MESSAGE_END();



osprey.cpp
        
// blast circle
        
MESSAGE_BEGINMSG_PASSVC_TEMPENTITYpev->origin );
            
WRITE_BYTETE_BEAMCYLINDER );
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.z);
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.2000 ); // reach damage radius over .2 seconds
            
WRITE_SHORTm_iSpriteTexture ); // "sprites/rope.spr"
            
WRITE_BYTE); // startframe
            
WRITE_BYTE); // framerate
            
WRITE_BYTE); // life
            
WRITE_BYTE32 );  // width
            
WRITE_BYTE);   // noise
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE192 );   // r, g, b
            
WRITE_BYTE128 ); // brightness
            
WRITE_BYTE);        // speed
        
MESSAGE_END(); 



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