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[ANY] Neon Beams (1.14) [04-Dec-2021]


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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 05-27-2020 , 21:56   Re: [ANY] Neon Beams (1.6) [10-May-2020]
Reply With Quote #31

when a client put Temp Beam in c1m3_mall, crash the game-client

can add a find command?

you see a point of a beam, then sm_neon_find, and in console or chat, detect in a small area where you are observing, the points (Point A and Point B), or directly add a command to remove the beam you are observing

EDIT: to any of you, when using this plugin, decrease the fps of your game sometimes?
I can feel that this plugin causes me to drop fps constantly, from time to time.

In l4d2, when starting the round, the lines do not load immediately, it may take a long time ...

EDIT2: Errorlogs in L4D2

L 11/04/2020 - 20:09:10: [SM] Exception reported: Client index 6 is invalid (arg 5)
L 11/04/2020 - 20:09:10: [SM] Blaming: functionsnovital\neon_beams.smx
L 11/04/2020 - 20:09:10: [SM] Call stack trace:
L 11/04/2020 - 20:09:10: [SM] [0] LogAction
L 11/04/2020 - 20:09:10: [SM] [1] Line 1292, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\neon_beams.sp::LoadBeams
L 11/04/2020 - 20:09:10: [SM] [2] Line 1277, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\neon_beams.sp::TimerMake

Last edited by Tonblader; 11-06-2020 at 19:41.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 01-31-2021 , 15:08   Re: [ANY] Neon Beams (1.7) [30-Sep-2020]
Reply With Quote #32

Thanks Silvers,

Here are some letter/number presets that I made a long time ago, sharing in case of being useful to someone.

Put the files in the sourcemod/data/neon/presets folder.

Preview:



Technical info

Spoiler
Attached Files
File Type: cfg --SingleCharacters.cfg (6.2 KB, 132 views)
File Type: cfg -Names.cfg (13.1 KB, 111 views)
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Last edited by Marttt; 04-02-2021 at 08:41.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 02-11-2021 , 14:34   Re: [ANY] Neon Beams (1.7) [30-Sep-2020]
Reply With Quote #33

Note: Already included in the main plugin (thanks Silvers).

I have found some other particles in L4D2 that behaves well with the plugin and edited the code to add it.

Increased L4D2 from 9 to 37 particles.
  • Gold Curved 1 (string_lights_06_droopy)
  • Gold Curved 2 (string_lights_06_droopy_2)
  • Red (Fading Glow) (string_lights_01_glow)
  • Blue (Glow) (string_lights_04_glow)
  • Green (Glow) (string_lights_05_glow)
  • Purple (Fading Glow) (string_lights_02_glow)
  • Multi (Glow) (string_lights_03_glow)
  • Gold (Glow) (string_lights_06_glow)
  • Gold (Glow Cheap) (string_lights_06_glow_cheap)
  • Red Curved (Glow) (string_lights_heart_01_glow)
  • Pink Curved (Glow) (string_lights_heart_02_glow)
  • Gold Curved 1 (Glow) (string_lights_06_glow_droopy)
  • Gold Curved 2 (Glow) (string_lights_06_glow_droopy_2)
  • *Lights Moving Straight Fast (Bounce) (lights_moving_straight_bounce_4)
  • *Lights Moving Straight Slow (Bounce) (lights_moving_straight_bounce_4_b)
  • *Lights Moving Straight Fast (Loop) (lights_moving_straight_loop_4)
  • *Lights Moving Straight Slow (Loop) (lights_moving_straight_loop_4_b)
  • *Lights Moving Curved Fast (Bounce) (lights_moving_curved_bounce_4)
  • *Lights Moving Curved Slow (Bounce) (lights_moving_curved_bounce_4_b)
  • *Lights Moving Curved Fast (Loop) (lights_moving_curved_loop_4)
  • *Lights Moving Curved Slow (Loop) (lights_moving_curved_loop_4_b)
  • String Off (string_lights_off)
  • Smoker Tongue (smoker_tongue)
  • Flag Banner (flag_banner_01)
  • Baloon String (balloon_string)
  • **Eletrical Arc (electrical_arc_01)
  • **Storm Lightning Thin (storm_lightning_02_thin)
  • **Incendiary Smoke (weapon_tracers_incendiary_smoke)

*Lights Moving particles don't kill the entity.
**Resource expensive. Don't kill the entity and refreshes the particle very often.

Preview:

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Last edited by Marttt; 04-02-2021 at 08:46.
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user2000
Member
Join Date: Nov 2015
Location: Peru - Lima
Old 02-11-2021 , 20:24   Re: [ANY] Neon Beams (1.7) [30-Sep-2020]
Reply With Quote #34

Quote:
Originally Posted by Marttt View Post
I also have found some other particles in L4D2 that behaves well with the plugin and edited the code to add it.

Increased from 9 to 37 L4D2 particles.

nice
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-26-2021 , 02:12   Re: [ANY] Neon Beams (1.8) [26-Feb-2021]
Reply With Quote #35

Quote:
Originally Posted by Tonblader View Post
when a client put Temp Beam in c1m3_mall, crash the game-client

can add a find command?

you see a point of a beam, then sm_neon_find, and in console or chat, detect in a small area where you are observing, the points (Point A and Point B), or directly add a command to remove the beam you are observing

EDIT: to any of you, when using this plugin, decrease the fps of your game sometimes?
I can feel that this plugin causes me to drop fps constantly, from time to time.

In l4d2, when starting the round, the lines do not load immediately, it may take a long time ...

EDIT2: Errorlogs in L4D2

L 11/04/2020 - 20:09:10: [SM] Exception reported: Client index 6 is invalid (arg 5)
L 11/04/2020 - 20:09:10: [SM] Blaming: functionsnovital\neon_beams.smx
L 11/04/2020 - 20:09:10: [SM] Call stack trace:
L 11/04/2020 - 20:09:10: [SM] [0] LogAction
L 11/04/2020 - 20:09:10: [SM] [1] Line 1292, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\neon_beams.sp::LoadBeams
L 11/04/2020 - 20:09:10: [SM] [2] Line 1277, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\neon_beams.sp::TimerMake
Fixed error, thank you!

The beams are deleted from the map so it's not possible to point at one and use something like "sm_neon_find". The only way would be finding something around the area you're looking for, it's not something I have time to write.

If you have many beams they will take a while to load, the first post mentions under known issues how many beams it loads in 1 frame and how often, controlled by cvar, changing from the default values might make some beams not load.



Quote:
Originally Posted by Marttt View Post
I also have found some other particles in L4D2 that behaves well with the plugin and edited the code to add it.
Added, thank you!
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 03-27-2021 , 18:53   Re: [ANY] Neon Beams (1.8) [26-Feb-2021]
Reply With Quote #36

Can you make a command that from my point of view position, I can place a neon in the air?
Depending on what distance you tell the command between my eye and the angle i view

To do this, I depend on another plugin that allows me to place objects in the air so that I can use the support for neon.
I need it to be done without the need for that support for neon.

Last edited by Tonblader; 03-27-2021 at 18:54.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 03-29-2021 , 11:12   Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
Reply With Quote #37

Quote:
Originally Posted by Tonblader View Post
Can you make a command that from my point of view position, I can place a neon in the air?
Depending on what distance you tell the command between my eye and the angle i view

To do this, I depend on another plugin that allows me to place objects in the air so that I can use the support for neon.
I need it to be done without the need for that support for neon.
Done.

Code:
1.9 (29-Mar-2021)
    - Added commands "sm_neon_point", "sm_neon_points", "sm_neon_point2", "sm_neon_points2" to place beams from your eye position.
    - Commands also allow setting how far from the eyes they are placed. Requested by "Tonblader".
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 03-29-2021 , 14:52   Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
Reply With Quote #38

Quote:
Originally Posted by Silvers View Post
sm_neon_point // Menu to spawn temporary Beams from your eye location. Usage: sm_neon_point [optional range from eyes]
sm_neon_point2 // Menu to spawn temporary Particles from your eye location. Usage: sm_neon_point2 [optional range from eyes]
sm_neon_points // Menu to spawn save Beams from your eye location. Usage: sm_neon_points [optional range from eyes]
sm_neon_points2 // Menu to spawn save Particles from your eye location. Usage: sm_neon_points2 [optional range from eyes]
Great, at first impression and basic tests, it is working as the commands should be.

Something I forgot to mention is, can this also be applied for presets?
I have special presets (lines) that would help me greatly to place these lines in the air more quickly (require angle calculation depends of you eye sight)

I leave it attached so that you can see them yourself (excuse the Spanish in the .zip)
Attached Files
File Type: zip Lineas.zip (721 Bytes, 51 views)

Last edited by Tonblader; 03-29-2021 at 17:17.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-01-2021 , 02:34   Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
Reply With Quote #39

Quote:
Originally Posted by Tonblader View Post
Great, at first impression and basic tests, it is working as the commands should be.

Something I forgot to mention is, can this also be applied for presets?
I have special presets (lines) that would help me greatly to place these lines in the air more quickly (require angle calculation depends of you eye sight)

I leave it attached so that you can see them yourself (excuse the Spanish in the .zip)
Done.
Code:
1.10 (01-Apr-2021)
    - Added commands "sm_neon_preset_eye" and "sm_neon_preset_eyes" to spawn presets from your eye position.
    - Commands also allow setting how far from the eyes they are placed. Requested by "Tonblader".
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 04-01-2021 , 06:03   Re: [ANY] Neon Beams (1.9) [29-Mar-2021]
Reply With Quote #40

Quote:
Originally Posted by Silvers View Post
Done.
Code:
1.10 (01-Apr-2021)
    - Added commands "sm_neon_preset_eye" and "sm_neon_preset_eyes" to spawn presets from your eye position.
    - Commands also allow setting how far from the eyes they are placed. Requested by "Tonblader".
Thanks

Presets they work fine for Particles, but if you use Beam, these cannot be seen Temporary Presets by other players (the player who put it, can see it)
As it is in my case with my .cfg

sourcemod\data\neon\presets\Lines.cfg
Code:
"Red/V[0x25]"
{
	"" "255 25 0 0 0 0 0"
}
"Red/H[-7.5x7.5]"
{
	"" "255 0 -7.5 0 0 7.5 0"
}
"Green/V[0x25]"
{
	"" "65280 25 0 0 0 0 0"
}
"Green/H[-7.5x7.5]"
{
	"" "65280 0 -7.5 0 0 7.5 0"
}
"Blue/V[0x25]"
{
	"" "16711680 25 0 0 0 0 0"
}
"Blue/H[-7.5x7.5]"
{
	"" "16711680 0 -7.5 0 0 7.5 0"
}

Last edited by Tonblader; 04-01-2021 at 06:06.
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