Re: can i make MSG_PVS or MSG_BRADCAST not be shown to specific players? possible?
yes i suppose
here are list of my messages
effects.inl
PHP Code:
stock Create_TE_Smoke(originSight[3], position[3], iSprite, scale, framerate){
message_begin( MSG_PVS, SVC_TEMPENTITY, originSight ) write_byte( TE_SMOKE ) write_coord( position[0] ) // Position write_coord( position[1] ) write_coord( position[2] ) write_short( iSprite ) // Sprite index write_byte( scale ) // scale * 10 write_byte( framerate ) // framerate message_end() }
stock Create_DeathMsg_CS(killer_id,victim_id,headshot,weaponname[]){
message_begin(MSG_ALL,gmsgDeathMsg) write_byte(killer_id) write_byte(victim_id) write_byte(headshot) write_string(weaponname) message_end() }
stock Create_TE_IMPLOSION(position[3], radius, count, life){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte ( TE_IMPLOSION ) write_coord( position[0] ) // position (X) write_coord( position[1] ) // position (Y) write_coord( position[2] ) // position (Z) write_byte ( radius ) // radius write_byte ( count ) // count write_byte ( life ) // life in 0.1's message_end() }
stock Create_TE_BEAMCYLINDER(origin[3], center[3], axis[3], iSprite, startFrame, frameRate, life, width, amplitude, red, green, blue, brightness, speed){
message_begin( MSG_PAS, SVC_TEMPENTITY, origin ) write_byte( TE_BEAMCYLINDER ) write_coord( center[0] ) // center position (X) write_coord( center[1] ) // center position (Y) write_coord( center[2] ) // center position (Z) write_coord( axis[0] ) // axis and radius (X) write_coord( axis[1] ) // axis and radius (Y) write_coord( axis[2] ) // axis and radius (Z) write_short( iSprite ) // sprite index write_byte( startFrame ) // starting frame write_byte( frameRate ) // frame rate in 0.1's write_byte( life ) // life in 0.1's write_byte( width ) // line width in 0.1's write_byte( amplitude ) // noise amplitude in 0.01's write_byte( red ) // color (red) write_byte( green ) // color (green) write_byte( blue ) // color (blue) write_byte( brightness ) // brightness write_byte( speed ) // scroll speed in 0.1's message_end() }
stock Create_TE_EXPLOSION( origin[3], origin2[3], iSprite, scale, frameRate, flags ){
message_begin( MSG_PVS, SVC_TEMPENTITY, origin ) write_byte( TE_EXPLOSION ) write_coord( origin2[0] ) // position (X) write_coord( origin2[1] ) // position (Y) write_coord( origin2[2] ) // position (Z) write_short( iSprite ) // sprite index write_byte( scale ) // scale in 0.1's write_byte( frameRate ) // framerate write_byte( flags ) // flags message_end() }
stock Create_ScreenShake(id, amount, duration, frequency){
if( is_user_connected(id) && !is_user_bot(id) ) {
message_begin(MSG_ONE,gmsgScreenShake,{0,0,0},id) write_short( amount ) // ammount write_short( duration ) // lasts this long write_short( frequency ) // frequency message_end() } }
stock Create_ScreenFade(id, duration, holdtime, fadetype, red, green, blue, alpha){
if( is_user_connected(id) && !is_user_bot(id) ) { message_begin( MSG_ONE,gmsgScreenFade,{0,0,0},id ) write_short( duration ) // fade lasts this long duration write_short( holdtime ) // fade lasts this long hold time write_short( fadetype ) // fade type (in / out) write_byte( red ) // fade red write_byte( green ) // fade green write_byte( blue ) // fade blue write_byte( alpha ) // fade alpha message_end() } }
stock Create_ScoreInfo(id,frags,deaths,playerClass,team ){
message_begin(MSG_ALL,gmsgScoreInfo) write_byte(id) write_short(frags) write_short(deaths) write_short(playerClass) write_short(team) message_end() }
stock Create_TE_SPRITETRAIL(start[3], end[3], iSprite, count, life, scale, velocity, random ){
message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( TE_SPRITETRAIL ) write_coord( start[0] ) // start position (X) write_coord( start[1] ) // start position (Y) write_coord( start[2] ) // start position (Z) write_coord( end[0] ) // end position (X) write_coord( end[1] ) // end position (Y) write_coord( end[2] ) // end position (Z) write_short( iSprite ) // sprite index write_byte( count ) // count write_byte( life) // life in 0.1's write_byte( scale) // scale in 0.1's write_byte( velocity ) // velocity along vector in 10's write_byte( random ) // randomness of velocity in 10's message_end() }
stock Create_StatusText(id, linenumber, text[]){
if( is_user_connected(id) && !is_user_bot(id) ) {
message_begin( MSG_ONE, gmsgStatusText, {0,0,0}, id ) write_byte( linenumber ) // line number of status bar text write_string( text ) // status bar text message_end() } }
stock Create_BarTime(id, duration, flag){
if( is_user_connected(id) && !is_user_bot(id) ) {
message_begin( MSG_ONE, gmsgBarTime, {0,0,0}, id ) write_byte( duration ) // duration write_byte( flag ) message_end() } }
stock Create_TE_BEAMFOLLOW(entity, iSprite, life, width, red, green, blue, alpha){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte( TE_BEAMFOLLOW ) write_short( entity ) // entity write_short( iSprite ) // model write_byte( life ) // life write_byte( width ) // width write_byte( red ) // red write_byte( green ) // green write_byte( blue ) // blue write_byte( alpha ) // brightness message_end() }
stock Create_TE_BEAMPOINTS(start[3], end[3], iSprite, startFrame, frameRate, life, width, noise, red, green, blue, alpha, speed){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte( TE_BEAMPOINTS ) write_coord( start[0] ) write_coord( start[1] ) write_coord( start[2] ) write_coord( end[0] ) write_coord( end[1] ) write_coord( end[2] ) write_short( iSprite ) // model write_byte( startFrame ) // start frame write_byte( frameRate ) // framerate write_byte( life ) // life write_byte( width ) // width write_byte( noise ) // noise write_byte( red) // red write_byte( green ) // green write_byte( blue ) // blue write_byte( alpha ) // brightness write_byte( speed ) // speed message_end() }
stock Create_TE_BEAMENTS(startEntity, endEntity, iSprite, startFrame, frameRate, life, width, noise, red, green, blue, alpha, speed){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte( TE_BEAMENTS ) write_short( startEntity ) // start entity write_short( endEntity ) // end entity write_short( iSprite ) // model write_byte( startFrame ) // starting frame write_byte( frameRate ) // frame rate write_byte( life ) // life write_byte( width ) // line width write_byte( noise ) // noise amplitude write_byte( red ) // red write_byte( green ) // green write_byte( blue ) // blue write_byte( alpha ) // brightness write_byte( speed ) // scroll speed message_end() }
stock Create_TE_ELIGHT(entity, start[3], radius, red, green, blue, life, decayRate){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte( TE_ELIGHT ) write_short( entity ) // entity write_coord( start[0] ) // initial position write_coord( start[1] ) // initial position write_coord( start[2] ) // initial position write_coord( radius ) // radius write_byte( red ) // red write_byte( green ) // green write_byte( blue ) // blue write_byte( life ) // life write_coord( decayRate ) // decay rate message_end() }
stock Create_TE_SPRAY(position[3], direction[3], iSprite, count, speed, noise, rendermode){
message_begin( MSG_BROADCAST,SVC_TEMPENTITY ) write_byte( TE_SPRAY ) write_coord( position[0] ) // Position write_coord( position[1] ) write_coord( position[2] ) write_coord( direction[0] ) // Direction write_coord( direction[1] ) write_coord( direction[2] ) write_short( iSprite ) // Sprite write_byte( count ) // count write_byte( speed ) // speed write_byte( noise ) // noise write_byte( rendermode ) // rendermode message_end() }
stock Create_TE_SPRITE(position[3], iSprite, scale, alpha){
message_begin( MSG_BROADCAST,SVC_TEMPENTITY ) write_byte( TE_SPRITE ) write_coord( position[0] ) // position) write_coord( position[1] ) write_coord( position[2] ) write_short( iSprite ) // sprite index write_byte( scale) // scale in 0.1's write_byte( alpha ) // brightness message_end() }
stock Create_StatusIcon(id, status, sprite[], red, green, blue){
if( is_user_connected(id) && !is_user_bot(id) ) {
message_begin( MSG_ONE, gmsgStatusIcon, {0,0,0}, id ) write_byte( status ) // status write_string( sprite ) // sprite name write_byte( red ) // red write_byte( green ) // green write_byte( blue ) // blue message_end() } }
stock Create_TE_LARGEFUNNEL(position[3], iSprite, flags){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte( TE_LARGEFUNNEL ) write_coord( position[0] ) // origin, x write_coord( position[1] ) // origin, y write_coord( position[2] ) // origin, z write_short( iSprite ) // sprite (0 for none) write_short( flags ) // 0 for collapsing, 1 for sending outward message_end() }
stock Create_TE_PLAYERATTACHMENT(id, entity, vOffset, iSprite, life){
if( is_user_connected(id) && !is_user_bot(id) ) {
message_begin( MSG_ONE, SVC_TEMPENTITY, { 0, 0, 0 }, id ) write_byte( TE_PLAYERATTACHMENT ) write_byte( entity ) // entity write_coord( vOffset ) // vertical offset ( attachment origin.z = player origin.z + vertical offset ) write_short( iSprite ) // model index write_short( life ) // (life * 10 ) message_end() } } stock Create_TE_TELEPORT(position[3]){
message_begin( MSG_PVS, SVC_TEMPENTITY, position) write_byte( TE_TELEPORT ) write_coord( position[0] ) write_coord( position[1] ) write_coord( position[2] ) message_end() }
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