Raised This Month: $ Target: $400
 0% 

Create ent between 2 points


  
 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Hunter-Digital
Veteran Member
Join Date: Aug 2006
Location: In the Game [ro]
Old 08-11-2010 , 12:17   Re: Create ent between 2 points
Reply With Quote #7

You can make beams with a message.

For use with origins:
Quote:
#define TE_BEAMPOINTS 0 // Beam effect between two points
// write_byte(TE_BEAMPOINTS)
// write_coord(startposition.x)
// write_coord(startposition.y)
// write_coord(startposition.z)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)

For use with one origin and the other entity:
Quote:
#define TE_BEAMENTPOINT 1 // Beam effect between point and entity
// write_byte(TE_BEAMENTPOINT)
// write_short(start entity)
// write_coord(endposition.x)
// write_coord(endposition.y)
// write_coord(endposition.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
For use with two entities:
Quote:
#define TE_BEAMENTS 8
// write_byte(TE_BEAMENTS)
// write_short(start entity)
// write_short(end entity)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
I belive you know how to send messages...
These are temporary beams, you need to resend them to 'appear' as they're infinite.

You can also prematurely kill a beam attached to an entity:
Quote:
#define TE_KILLBEAM 99 // Kill all beams attached to entity
// write_byte(TE_KILLBEAM)
// write_short(entity)
__________________
Hunter-Digital is offline
 



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 21:55.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode