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[Help] Point To Sky Origin


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wrecked_
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Join Date: Jan 2010
Location: New York (GMT-5)
Old 11-21-2010 , 04:02   Re: [Help] Point To Sky Origin
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Quote:
Originally Posted by dias View Post
Like this.
To make a beampoint from origin1 to origin 2
Code:
/* These functinos are used to generate client messages.  * You may generate menu, smoke, shockwaves, thunderlights,  * intermission and many many others messages.  * See HL SDK for more examples. */ native message_begin(dest, msg_type, const origin[3] = {0,0,0}, player = 0); native message_end(); native write_byte(x); native write_char(x); native write_short(x); native write_long(x); native write_entity(x); native write_angle(x); native write_coord(x); native write_string(const x[]);
Code:
/* Temp entity message types for message_begin() */ #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)
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