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TE_MULTIGUNSHOT usage


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NiHiLaNTh
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Join Date: May 2009
Location: Latvia
Old 05-15-2010 , 15:14   TE_MULTIGUNSHOT usage
Reply With Quote #1

First, I want to say that I used "Search" function and it showed me results that are not even close to what I needed.
I need explanations in some TE_MULTIGUNSHOT arguments, please.
Code:
// write_byte(TE_MULTIGUNSHOT)
// write_coord(origin.x)
// write_coord(origin.y)
// write_coord(origin.z)
// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)
// write_coord(x noise * 100)
// write_coord(y noise * 100)
// write_byte(count)
// write_byte(bullethole decal texture index)
1)
Code:
// write_coord(direction.x)
// write_coord(direction.y)
// write_coord(direction.z)
Direction of what ?

2)
Code:
// write_coord(x noise * 100)
// write_coord(y noise * 100)
And whats that supposed to be ?

3)
Code:
// write_byte(count)
Probably gun shot decal count ?
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abdul-rehman
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Location: Khi, Pakistan
Old 05-15-2010 , 15:54   Re: TE_MULTIGUNSHOT usage
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What is TE_MULTIGUNSHOT supposed to do any way and why do u need it...??
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wrecked_
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Old 05-15-2010 , 16:04   Re: TE_MULTIGUNSHOT usage
Reply With Quote #3

Quote:
Originally Posted by abdul-rehman View Post
What is TE_MULTIGUNSHOT supposed to do any way and why do u need it...??
Code:
#define TE_MULTIGUNSHOT             126      // Much more compact shotgun message // This message is used to make a client approximate a 'spray' of gunfire. // Any weapon that fires more than one bullet per frame and fires in a bit of a spread is // a good candidate for MULTIGUNSHOT use. (shotguns) // // NOTE: This effect makes the client do traces for each bullet, these client traces ignore //       entities that have studio models.Traces are 4096 long.

@OP - This should answer your question of the directions.
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abdul-rehman
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Old 05-16-2010 , 03:36   Re: TE_MULTIGUNSHOT usage
Reply With Quote #4

Quote:
Originally Posted by wrecked_ View Post
Code:
#define TE_MULTIGUNSHOT 126 // Much more compact shotgun message</p><p>// This message is used to make a client approximate a 'spray' of gunfire.</p><p>// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is</p><p>// a good candidate for MULTIGUNSHOT use. (shotguns)</p><p>//</p><p>// NOTE: This effect makes the client do traces for each bullet, these client traces ignore</p><p>//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb sp; entities that have studio models.Traces are 4096 long.


Wrecked_ how do you write in code tags with color bcoz when i write it i get black color see:
Code:
#define TE_MULTIGUNSHOT 126 // Much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.
And when i qouted what you have written in code..you can see this mess like this
<p> Hi </p>
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Last edited by abdul-rehman; 05-16-2010 at 03:38.
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Old 05-16-2010, 06:28
abdul-rehman
This message has been deleted by abdul-rehman.
NiHiLaNTh
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Join Date: May 2009
Location: Latvia
Old 05-16-2010 , 03:40   Re: TE_MULTIGUNSHOT usage
Reply With Quote #6

Ok, but what about
Code:
// write_coord(x noise * 100)
// write_coord(y noise * 100)
?
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wrecked_
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Old 05-16-2010 , 11:45   Re: TE_MULTIGUNSHOT usage
Reply With Quote #7

@NiHiLaNTh - Just experiment with those. I'm sure you'll find something suitable for your situation.

@abdul-rehman - You're probably using IE. I use Google Chrome, and then generally doesn't happen to me. For the colors, I use [SMALL] tags, but many other people use [PAWN] as well. I just like the small colors better. The common tags for code are [PAWN][SMALL] and [PHP]. [CODE] is pure black.
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Old 05-16-2010, 16:30
abdul-rehman
This message has been deleted by abdul-rehman. Reason: Nihilanth sorry for bieng off-topic..
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