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Veteran Member
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03-28-2009
, 11:51
Re: how do i make MSG_BRADCAST affect not all users or can i replace with something e
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#3
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but won't it need origin if i use MSG_PVS instead of bradcast?
or
message_begin( MSG_PVS,SVC_TEMPENTITY) would be ok?
here is my whole effects file i work on btw:
Code:
stock Create_TE_Smoke(originSight[3], position[3], iSprite, scale, framerate){
message_begin( MSG_PVS, SVC_TEMPENTITY, originSight )
write_byte( TE_SMOKE )
write_coord( position[0] ) // Position
write_coord( position[1] )
write_coord( position[2] )
write_short( iSprite ) // Sprite index
write_byte( scale ) // scale * 10
write_byte( framerate ) // framerate
message_end()
}
stock Create_DeathMsg_CS(killer_id,victim_id,headshot,weaponname[]){
message_begin(MSG_ALL,gmsgDeathMsg)
write_byte(killer_id)
write_byte(victim_id)
write_byte(headshot)
write_string(weaponname)
message_end()
}
stock Create_TE_IMPLOSION(position[3], radius, count, life){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte ( TE_IMPLOSION )
write_coord( position[0] ) // position (X)
write_coord( position[1] ) // position (Y)
write_coord( position[2] ) // position (Z)
write_byte ( radius ) // radius
write_byte ( count ) // count
write_byte ( life ) // life in 0.1's
message_end()
}
stock Create_TE_BEAMCYLINDER(origin[3], center[3], axis[3], iSprite, startFrame, frameRate, life, width, amplitude, red, green, blue, brightness, speed){
message_begin( MSG_PAS, SVC_TEMPENTITY, origin )
write_byte( TE_BEAMCYLINDER )
write_coord( center[0] ) // center position (X)
write_coord( center[1] ) // center position (Y)
write_coord( center[2] ) // center position (Z)
write_coord( axis[0] ) // axis and radius (X)
write_coord( axis[1] ) // axis and radius (Y)
write_coord( axis[2] ) // axis and radius (Z)
write_short( iSprite ) // sprite index
write_byte( startFrame ) // starting frame
write_byte( frameRate ) // frame rate in 0.1's
write_byte( life ) // life in 0.1's
write_byte( width ) // line width in 0.1's
write_byte( amplitude ) // noise amplitude in 0.01's
write_byte( red ) // color (red)
write_byte( green ) // color (green)
write_byte( blue ) // color (blue)
write_byte( brightness ) // brightness
write_byte( speed ) // scroll speed in 0.1's
message_end()
}
stock Create_TE_EXPLOSION( origin[3], origin2[3], iSprite, scale, frameRate, flags ){
message_begin( MSG_PVS, SVC_TEMPENTITY, origin )
write_byte( TE_EXPLOSION )
write_coord( origin2[0] ) // position (X)
write_coord( origin2[1] ) // position (Y)
write_coord( origin2[2] ) // position (Z)
write_short( iSprite ) // sprite index
write_byte( scale ) // scale in 0.1's
write_byte( frameRate ) // framerate
write_byte( flags ) // flags
message_end()
}
stock Create_ScreenShake(id, amount, duration, frequency){
if( is_user_connected(id) && !is_user_bot(id) && !noeffects[id] )
{
message_begin(MSG_ONE,gmsgScreenShake,{0,0,0},id)
write_short( amount ) // ammount
write_short( duration ) // lasts this long
write_short( frequency ) // frequency
message_end()
}
}
stock Create_ScreenFade(id, duration, holdtime, fadetype, red, green, blue, alpha){
if( is_user_connected(id) && !is_user_bot(id) && !noeffects[id] )
{
message_begin( MSG_ONE,gmsgScreenFade,{0,0,0},id )
write_short( duration ) // fade lasts this long duration
write_short( holdtime ) // fade lasts this long hold time
write_short( fadetype ) // fade type (in / out)
write_byte( red ) // fade red
write_byte( green ) // fade green
write_byte( blue ) // fade blue
write_byte( alpha ) // fade alpha
message_end()
}
}
stock Create_ScoreInfo(id,frags,deaths,playerClass,team ){
message_begin(MSG_ALL,gmsgScoreInfo)
write_byte(id)
write_short(frags)
write_short(deaths)
write_short(playerClass)
write_short(team)
message_end()
}
stock Create_TE_SPRITETRAIL(start[3], end[3], iSprite, count, life, scale, velocity, random ){
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_SPRITETRAIL )
write_coord( start[0] ) // start position (X)
write_coord( start[1] ) // start position (Y)
write_coord( start[2] ) // start position (Z)
write_coord( end[0] ) // end position (X)
write_coord( end[1] ) // end position (Y)
write_coord( end[2] ) // end position (Z)
write_short( iSprite ) // sprite index
write_byte( count ) // count
write_byte( life) // life in 0.1's
write_byte( scale) // scale in 0.1's
write_byte( velocity ) // velocity along vector in 10's
write_byte( random ) // randomness of velocity in 10's
message_end()
}
stock Create_StatusText(id, linenumber, text[]){
if( is_user_connected(id) && !is_user_bot(id) && !noeffects[id] )
{
message_begin( MSG_ONE, gmsgStatusText, {0,0,0}, id )
write_byte( linenumber ) // line number of status bar text
write_string( text ) // status bar text
message_end()
}
}
stock Create_BarTime(id, duration, flag){
if( is_user_connected(id) && !is_user_bot(id) && !noeffects[id] )
{
message_begin( MSG_ONE, gmsgBarTime, {0,0,0}, id )
write_byte( duration ) // duration
write_byte( flag )
message_end()
}
}
stock Create_TE_BEAMFOLLOW(entity, iSprite, life, width, red, green, blue, alpha){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte( TE_BEAMFOLLOW )
write_short( entity ) // entity
write_short( iSprite ) // model
write_byte( life ) // life
write_byte( width ) // width
write_byte( red ) // red
write_byte( green ) // green
write_byte( blue ) // blue
write_byte( alpha ) // brightness
message_end()
}
stock Create_TE_BEAMPOINTS(start[3], end[3], iSprite, startFrame, frameRate, life, width, noise, red, green, blue, alpha, speed){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte( TE_BEAMPOINTS )
write_coord( start[0] )
write_coord( start[1] )
write_coord( start[2] )
write_coord( end[0] )
write_coord( end[1] )
write_coord( end[2] )
write_short( iSprite ) // model
write_byte( startFrame ) // start frame
write_byte( frameRate ) // framerate
write_byte( life ) // life
write_byte( width ) // width
write_byte( noise ) // noise
write_byte( red) // red
write_byte( green ) // green
write_byte( blue ) // blue
write_byte( alpha ) // brightness
write_byte( speed ) // speed
message_end()
}
stock Create_TE_BEAMENTS(startEntity, endEntity, iSprite, startFrame, frameRate, life, width, noise, red, green, blue, alpha, speed){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte( TE_BEAMENTS )
write_short( startEntity ) // start entity
write_short( endEntity ) // end entity
write_short( iSprite ) // model
write_byte( startFrame ) // starting frame
write_byte( frameRate ) // frame rate
write_byte( life ) // life
write_byte( width ) // line width
write_byte( noise ) // noise amplitude
write_byte( red ) // red
write_byte( green ) // green
write_byte( blue ) // blue
write_byte( alpha ) // brightness
write_byte( speed ) // scroll speed
message_end()
}
stock Create_TE_ELIGHT(entity, start[3], radius, red, green, blue, life, decayRate){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte( TE_ELIGHT )
write_short( entity ) // entity
write_coord( start[0] ) // initial position
write_coord( start[1] ) // initial position
write_coord( start[2] ) // initial position
write_coord( radius ) // radius
write_byte( red ) // red
write_byte( green ) // green
write_byte( blue ) // blue
write_byte( life ) // life
write_coord( decayRate ) // decay rate
message_end()
}
stock Create_TE_SPRAY(position[3], direction[3], iSprite, count, speed, noise, rendermode){
message_begin( MSG_BROADCAST,SVC_TEMPENTITY )
write_byte( TE_SPRAY )
write_coord( position[0] ) // Position
write_coord( position[1] )
write_coord( position[2] )
write_coord( direction[0] ) // Direction
write_coord( direction[1] )
write_coord( direction[2] )
write_short( iSprite ) // Sprite
write_byte( count ) // count
write_byte( speed ) // speed
write_byte( noise ) // noise
write_byte( rendermode ) // rendermode
message_end()
}
stock Create_TE_SPRITE(position[3], iSprite, scale, alpha){
message_begin( MSG_BROADCAST,SVC_TEMPENTITY )
write_byte( TE_SPRITE )
write_coord( position[0] ) // position)
write_coord( position[1] )
write_coord( position[2] )
write_short( iSprite ) // sprite index
write_byte( scale) // scale in 0.1's
write_byte( alpha ) // brightness
message_end()
}
stock Create_StatusIcon(id, status, sprite[], red, green, blue){
if( is_user_connected(id) && !is_user_bot(id) && !noeffects[id] )
{
message_begin( MSG_ONE, gmsgStatusIcon, {0,0,0}, id )
write_byte( status ) // status
write_string( sprite ) // sprite name
write_byte( red ) // red
write_byte( green ) // green
write_byte( blue ) // blue
message_end()
}
}
stock Create_TE_LARGEFUNNEL(position[3], iSprite, flags){
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte( TE_LARGEFUNNEL )
write_coord( position[0] ) // origin, x
write_coord( position[1] ) // origin, y
write_coord( position[2] ) // origin, z
write_short( iSprite ) // sprite (0 for none)
write_short( flags ) // 0 for collapsing, 1 for sending outward
message_end()
}
stock Create_TE_PLAYERATTACHMENT(id, entity, vOffset, iSprite, life){
if( is_user_connected(id) && !is_user_bot(id) && !noeffects[id] )
{
message_begin( MSG_ONE, SVC_TEMPENTITY, { 0, 0, 0 }, id )
write_byte( TE_PLAYERATTACHMENT )
write_byte( entity ) // entity
write_coord( vOffset ) // vertical offset ( attachment origin.z = player origin.z + vertical offset )
write_short( iSprite ) // model index
write_short( life ) // (life * 10 )
message_end()
}
}
stock Create_TE_TELEPORT(position[3]){
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_TELEPORT )
write_coord( position[0] )
write_coord( position[1] )
write_coord( position[2] )
message_end()
}
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Last edited by Owyn; 03-28-2009 at 11:54.
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