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[INC] Beam Entities


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KORD_12.7
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Join Date: Aug 2009
Location: Russia, Vladivostok
Old 08-12-2012 , 19:41   Re: [INC] Beam Entities
Reply With Quote #11

Merciless, what exactly you want to do with beam ents? Show your code.
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Merciless
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Old 08-12-2012 , 20:00   Re: [INC] Beam Entities
Reply With Quote #12

Its kinda private mod;

but if you wanna see;
add me on steam: Severijnske
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GordonFreeman (RU)
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Join Date: Jan 2010
Location: Uzbekistan
Old 08-12-2012 , 23:10   Re: [INC] Beam Entities
Reply With Quote #13

Simply example:

Code:
new Float:org[3],Float:org1[3]             pev(player,pev_origin,org)             fm_get_aim_origin(player,org1)             new beams = Beam_Create(REFLUX_BEAM,10.0)             Beam_Init(beams,REFLUX_BEAM,10.0)             Beam_PointsInit(beams,org,org1)             Beam_SetColor(beams,{255.0,255.0,255.0})             Beam_SetNoise(beams,50)
creating beam from use origin to user aim origin
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Last edited by GordonFreeman (RU); 08-12-2012 at 23:10.
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Merciless
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Old 08-12-2012 , 23:35   Re: [INC] Beam Entities
Reply With Quote #14

Quote:
Originally Posted by GordonFreeman (RU) View Post
Simply example:

Code:
new Float:org[3],Float:org1[3]             pev(player,pev_origin,org)             fm_get_aim_origin(player,org1)             new beams = Beam_Create(REFLUX_BEAM,10.0)             Beam_Init(beams,REFLUX_BEAM,10.0)             Beam_PointsInit(beams,org,org1)             Beam_SetColor(beams,{255.0,255.0,255.0})             Beam_SetNoise(beams,50)
creating beam from use origin to user aim origin
PHP Code:
stock Beam_Create(const szSpriteName[], const FloatflWidth)
{
    new 
iBeamEntity;
    static 
iszAllocStringCached;
    
    if (
iszAllocStringCached || (iszAllocStringCached engfunc(EngFunc_AllocString"beam")))
    {
        
iBeamEntity engfunc(EngFunc_CreateNamedEntityiszAllocStringCached);
    }
    
    if (
pev_valid(iBeamEntity))
    {
        
set_pev(iBeamEntitypev_classname"beam");
        
Beam_Init(iBeamEntityszSpriteNameflWidth);
        
        return 
iBeamEntity;
    }
    
    return 
FM_NULLENT;

As you can see, the Beam_Init gets already pushed when you create.
So you don't gotta put it again

Last edited by Merciless; 08-12-2012 at 23:35.
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Old 08-14-2012 , 21:01   Re: [INC] Beam Entities
Reply With Quote #15

Hello;

I made a fast low-quality youtube movie to show you the bug

http://www.youtube.com/watch?v=3ujBo...ature=youtu.be

Here you see, at around 89 - 90 (entity number), line doesnt come anymore.
Entity creates, model is on the entity, modelindex to. (Checked both) but just stops showing.

Also tryd other sprites (laserbeam.spr & own made), and always same.

I hope this can get solved!

Thank you
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 08-15-2012 , 02:17   Re: [INC] Beam Entities
Reply With Quote #16

It's an engine limit, it can't not render more than x entities at once.
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Old 08-15-2012 , 09:30   Re: [INC] Beam Entities
Reply With Quote #17

Any other way I can do it?
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Arkshine
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Join Date: Oct 2005
Old 08-15-2012 , 09:34   Re: [INC] Beam Entities
Reply With Quote #18

Well, for what you want to do, I don't think.
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Old 08-15-2012 , 09:52   Re: [INC] Beam Entities
Reply With Quote #19

So; if the render is the problem.
I could let it, to check touch. (Invisible)

And use normal trail to folow me, so everyone sees it.

But is it even possible to let the trail stay?
My first tests didn't gave me much hope xD
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Arkshine
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Join Date: Oct 2005
Old 08-15-2012 , 10:01   Re: [INC] Beam Entities
Reply With Quote #20

No, it will fade away after some time.
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