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How does TE_LIGHTNING work?!


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OciXCrom
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Join Date: Oct 2013
Location: Macedonia
Old 08-22-2018 , 18:44   How does TE_LIGHTNING work?!
Reply With Quote #1

I tried many parameters, tried searching everywhere, but I didn't manage to get this thing to work.

PHP Code:
message_begin(MSG_ALLSVC_TEMPENTITY)
write_byte(TE_LIGHTNING);
write_coord(pos1[0]);
write_coord(pos1[1]);
write_coord(pos1[2]);
write_coord(pos2[0]);
write_coord(pos2[1]);
write_coord(pos2[2]);
write_byte(10);
write_byte(10);
write_byte(2);
write_short(beam); // "sprites/laserbeam.spr"
message_end(); 
Nothing happens when I execute this code. Tested both on 1.8.2 and latest 1.8.3 dev build.
pos1 and pos2 are working correctly, tested it with TE_BEAMPOINTS.
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Last edited by OciXCrom; 08-22-2018 at 18:49.
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Natsheh
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Old 08-22-2018 , 19:11   Re: How does TE_LIGHTNING work?!
Reply With Quote #2

Im not sure if i saw this message functioning

But here try this for lightning.

PHP Code:
    engfunc(EngFunc_MessageBeginMSG_BROADCASTSVC_TEMPENTITY, {0.00.00.0}, 0)
    
write_byte(0
    
engfunc(EngFunc_WriteCoordtfOrigin[0]) // Start
    
engfunc(EngFunc_WriteCoordtfOrigin[1])
    
engfunc(EngFunc_WriteCoordtfOrigin[2])
    
engfunc(EngFunc_WriteCoordfOrigin[0]) // End
    
engfunc(EngFunc_WriteCoordfOrigin[1])
    
engfunc(EngFunc_WriteCoordfOrigin[2])
    
write_short(g_lightning_sprite"sprites/lgtning.spr"
    
write_byte(1// framestart 
    
write_byte(10// framerate 
    
write_byte(30// life 
    
write_byte(100// width 
    
write_byte(100// noise 
    
write_byte(200// r, g, b 
    
write_byte(200// r, g, b 
    
write_byte(200// r, g, b 
    
write_byte(200// brightness 
    
write_byte(50//  
    
message_end() 
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Last edited by Natsheh; 08-22-2018 at 19:12.
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OciXCrom
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Old 08-22-2018 , 19:29   Re: How does TE_LIGHTNING work?!
Reply With Quote #3

I know how I can do it with other TE_ types. I need to know how TE_LIGHTNING specifically works if it even works. I don't need this for a plugin.
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Ghosted
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Old 08-23-2018 , 05:54   Re: How does TE_LIGHTNING work?!
Reply With Quote #4

https://wiki.alliedmods.net/Temp_Ent..._(Half-Life_1)
or here:
https://github.com/ValveSoftware/hal...n/const.h#L180
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Last edited by Ghosted; 08-23-2018 at 05:57.
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OciXCrom
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Old 08-23-2018 , 06:47   Re: How does TE_LIGHTNING work?!
Reply With Quote #5

Where do you think I got the things in the first post from? I did it exactly as described in both links and it's not working.
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Old 08-23-2018 , 07:25   Re: How does TE_LIGHTNING work?!
Reply With Quote #6

Actually i've tested and its working but it invisible, cause when i spawned many beams together and was looking them my fps was dropping down.
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Natsheh
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Old 08-23-2018 , 07:37   Re: How does TE_LIGHTNING work?!
Reply With Quote #7

Quote:
Originally Posted by OciXCrom View Post
I know how I can do it with other TE_ types. I need to know how TE_LIGHTNING specifically works if it even works. I don't need this for a plugin.
Code:
Try the following format i moved sprite model index to 7th param instead of the last.

/**
 *TE_LIGHTNING is TE_BEAMPOINTS with simplified parameters
 *
 * @note
 * write_byte(TE_LIGHTNING)
 * 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 model index)
 * write_byte(life in 0.1's)
 * write_byte(width in 0.1's)
 * write_byte(amplitude in 0.01's)
 */
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Last edited by Natsheh; 08-23-2018 at 07:38.
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OciXCrom
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Old 08-23-2018 , 07:39   Re: How does TE_LIGHTNING work?!
Reply With Quote #8

I just noticed that if TE_BEAMPOINTS is executed, then TE_LIGHTNING will work using the colors previously set with TE_BEAMPOINTS.

This is definitely a bug or wrong documentation. @Arkshine?

@Natsheh - that didn't work either.

Tried using the same parameters as TE_BEAMPOINTS - no effect also.
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Last edited by OciXCrom; 08-23-2018 at 07:42.
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klippy
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Old 08-23-2018 , 07:42   Re: How does TE_LIGHTNING work?!
Reply With Quote #9

It's up to the engine, not AMXX.

But anyway the code that uses TE_LIGHTNING can only be found in one spot in HLSDK and it's commented out in favor of TE_BEAMPOINTS, so maybe it never worked.
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Natsheh
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Old 08-23-2018 , 08:07   Re: How does TE_LIGHTNING work?!
Reply With Quote #10

Quote:
Originally Posted by KliPPy View Post
It's up to the engine, not AMXX.

But anyway the code that uses TE_LIGHTNING can only be found in one spot in HLSDK and it's commented out in favor of TE_BEAMPOINTS, so maybe it never worked.


Here found a usable in the hlsdk/effects.cpp


PHP Code:

void CLightning
::Zap( const Vector &vecSrc, const Vector &vecDest )
{
#if 1
    
MESSAGE_BEGINMSG_BROADCASTSVC_TEMPENTITY );
        
WRITE_BYTETE_BEAMPOINTS);
        
WRITE_COORD(vecSrc.x);
        
WRITE_COORD(vecSrc.y);
        
WRITE_COORD(vecSrc.z);
        
WRITE_COORD(vecDest.x);
        
WRITE_COORD(vecDest.y);
        
WRITE_COORD(vecDest.z);
        
WRITE_SHORTm_spriteTexture );
        
WRITE_BYTEm_frameStart ); // framestart
        
WRITE_BYTE( (int)pev->framerate); // framerate
        
WRITE_BYTE( (int)(m_life*10.0) ); // life
        
WRITE_BYTEm_boltWidth );  // width
        
WRITE_BYTEm_noiseAmplitude );   // noise
        
WRITE_BYTE( (int)pev->rendercolor.);   // r, g, b
        
WRITE_BYTE( (int)pev->rendercolor.);   // r, g, b
        
WRITE_BYTE( (int)pev->rendercolor.);   // r, g, b
        
WRITE_BYTE( (int)pev->renderamt );    // brightness
        
WRITE_BYTEm_speed );        // speed
    
MESSAGE_END();
#else
    
MESSAGE_BEGINMSG_BROADCASTSVC_TEMPENTITY );
        
WRITE_BYTE(TE_LIGHTNING);
        
WRITE_COORD(vecSrc.x);
        
WRITE_COORD(vecSrc.y);
        
WRITE_COORD(vecSrc.z);
        
WRITE_COORD(vecDest.x);
        
WRITE_COORD(vecDest.y);
        
WRITE_COORD(vecDest.z);
        
WRITE_BYTE(10);
        
WRITE_BYTE(50);
        
WRITE_BYTE(40);
        
WRITE_SHORT(m_spriteTexture);
    
MESSAGE_END();
#endif
    
DoSparksvecSrcvecDest );

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