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set_lights to fakemeta.


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xbatista
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Join Date: Mar 2008
Location: Lithuania
Old 01-11-2009 , 06:55   set_lights to fakemeta.
Reply With Quote #1

It is possible convert set_lights to fakemeta?fm_set_lights. ^_^
Without using engine.
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xbatista
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Old 01-11-2009 , 07:17   Re: set_lights to fakemeta.
Reply With Quote #2

Problem solved ,sorry ;)
http://forums.alliedmods.net/showthr...ght=set_lights
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ConnorMcLeod
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Old 01-11-2009 , 08:32   Re: set_lights to fakemeta.
Reply With Quote #3

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[] )
Attached Files
File Type: sma Get Plugin or Get Source (set_lights.sma - 909 views - 2.3 KB)
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xbatista
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Old 01-11-2009 , 08:36   Re: set_lights to fakemeta.
Reply With Quote #4

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?
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ConnorMcLeod
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Old 01-11-2009 , 08:44   Re: set_lights to fakemeta.
Reply With Quote #5

Your code should work fine.
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Last edited by ConnorMcLeod; 01-11-2009 at 08:49.
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Old 01-11-2009, 08:50
Fry!
This message has been deleted by Fry!. Reason: Nevermind what I said... -.-
xbatista
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Location: Lithuania
Old 01-11-2009 , 08:53   Re: set_lights to fakemeta.
Reply With Quote #7

I'm learning from other plugins and tuts more better than pawn ;)
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Exolent[jNr]
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Old 01-11-2009 , 13:38   Re: set_lights to fakemeta.
Reply With Quote #8

Always search before creating a thread.
This is yet another thread you have made that has been answered before.
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