I'm trying a stock to create glow around player, but it creates another player which glows. If it was somehow possible to like make the glow's model invisible but the glow remain, it would probably work.
Code:
CreateGlow(client)
{
new String:Model[PLATFORM_MAX_PATH];
new Float:Origin[3], Float:Angles[3];
// Get the original model path
GetEntPropString(client, Prop_Data, "m_ModelName", Model, sizeof(Model));
// Find the location of the player
GetClientEyePosition(client, Origin);
Origin[2] -= 75.0;
GetClientEyeAngles(client, Angles);
new GlowEnt = CreateEntityByName("prop_dynamic_glow");
DispatchKeyValue(GlowEnt, "model", Model);
DispatchKeyValue(GlowEnt, "disablereceiveshadows", "1");
DispatchKeyValue(GlowEnt, "disableshadows", "1");
DispatchKeyValue(GlowEnt, "solid", "0");
DispatchKeyValue(GlowEnt, "spawnflags", "256");
DispatchKeyValue(GlowEnt, "renderamt", "0");
SetEntProp(GlowEnt, Prop_Send, "m_CollisionGroup", 11);
// Spawn and teleport the entity
DispatchSpawn(GlowEnt);
TeleportEntity(GlowEnt, Origin, Angles, NULL_VECTOR);
// Give glowing effect to the entity
SetEntProp(GlowEnt, Prop_Send, "m_bShouldGlow", true, true);
SetEntPropFloat(GlowEnt, Prop_Send, "m_flGlowMaxDist", 69420.0);
// Set glowing color
SetVariantColor({255, 255, 255, 255});
AcceptEntityInput(GlowEnt, "SetGlowColor");
// Set the activator and group the entity
SetVariantString("!activator");
AcceptEntityInput(GlowEnt, "SetParent", client);
AcceptEntityInput(GlowEnt, "TurnOn");
}
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