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Tail with a beam


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Master Cake
Junior Member
Join Date: May 2020
Location: Planet Earth
Old 05-27-2020 , 19:09   Tail with a beam
Reply With Quote #1

Hello again! I have a question.

I want to create tail for players with a beam sprite for TF2.

Here is code:
Code:
public OnMapStart()
{
	g_sprite = PrecacheModel("materials/sprites/laser.vmt");
}

public Action:OnPlayerRunCmd(myClient, &myButtons, &myImpulse, Float:fVel[3], Float:fAngles[3], &myWeapon)
{
	if(IsPlayerAlive(myClient) && IsValidClient(myClient) && JB_ENABLED[myClient] && ((myButtons & IN_FORWARD) || (myButtons & IN_BACK) || (myButtons & IN_MOVERIGHT) || (myButtons & IN_MOVELEFT) || (myButtons & IN_DUCK) || (myButtons & IN_JUMP)))
	{
    	color[0] = 255;
    	color[1] = 0;
    	color[2] = 239;
    	color[3] = 255;

    	GetClientEyePosition(myClient, FL_PosEnd[myClient]);
    	CreateTimer(0.1, DrawBeam, myClient);
	}
}

public Action:DrawBeam(Handle timer, int myClient)
{
    GetClientEyePosition(myClient, FL_Pos[myClient]);
    TE_SetupBeamPoints(FL_Pos[myClient], FL_PosEnd[myClient], g_sprite, 0, 0, 0, 5.0, 5.0, 5.0, 10, 0.0, color, 0);
    TE_SendToAll();
    return Plugin_Continue;
}
I use timer for this effect but that doesn't work properly. It has to be solid but it's not. It's just dotted when I move



How can I fix it?

P.s. I know about TE_SetupBeamFollow function but I don't want to use it

Last edited by Master Cake; 05-27-2020 at 19:15.
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Master Cake
Junior Member
Join Date: May 2020
Location: Planet Earth
Old 05-30-2020 , 07:42   Re: Tail with a beam
Reply With Quote #2

Solved. Just don't use timer and check for client's velocity. Or you can create beam on each server frame.
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OciXCrom
Veteran Member
Join Date: Oct 2013
Location: Macedonia
Old 05-30-2020 , 08:18   Re: Tail with a beam
Reply With Quote #3

Quote:
Originally Posted by Master Cake View Post
Solved. Just don't use timer and check for client's velocity. Or you can create beam on each server frame.
Not sure if you noticed it, but this is the AMX Mod X section.
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