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Solved tagrenade effect, CSGO


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impossible_cc
Senior Member
Join Date: Sep 2018
Location: Ukraine
Old 11-27-2018 , 14:47   tagrenade effect, CSGO
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When tagrenade explodes, it creates 'glow' on enemies models and only tagrenade's owner's team can see it. Is it possible somehow to do this effect without grenade?

Last edited by impossible_cc; 12-03-2018 at 05:50.
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kratoss1812
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Join Date: May 2018
Location: Romānia
Old 11-27-2018 , 15:06   Re: tagrenade effect, CSGO
Reply With Quote #2

https://forums.alliedmods.net/showthread.php?t=307236

maybe this helps you
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eyal282
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Join Date: Aug 2011
Old 11-28-2018 , 01:14   Re: tagrenade effect, CSGO
Reply With Quote #3

The issue is solved on useful commands. Just repeat it and instead of the define GLOW_FULLBODY use GLOW_WALLHACK

https://forums.alliedmods.net/showthread.php?t=311043

Needless to mention you gotta define glow_wallhack as yourself.
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Last edited by eyal282; 11-28-2018 at 01:16.
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impossible_cc
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Join Date: Sep 2018
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Old 11-28-2018 , 12:45   Re: tagrenade effect, CSGO
Reply With Quote #4

Quote:
Originally Posted by eyal282 View Post
The issue is solved on useful commands. Just repeat it and instead of the define GLOW_FULLBODY use GLOW_WALLHACK

https://forums.alliedmods.net/showthread.php?t=311043

Needless to mention you gotta define glow_wallhack as yourself.
This is what I need!
Thank you!
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eyal282
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Join Date: Aug 2011
Old 11-28-2018 , 17:10   Re: tagrenade effect, CSGO
Reply With Quote #5

SetEntPropFloat(client, Prop_Send, "m_flDetectedByEnemySensorTime", 31536000.0); // This will not work if the server is running for a year ( straight, no map change / shutdown lmao )

This one works and you can limit it by time by making it GetGameTime() + 60 instead of a year equal of seconds, but one minute, however the longer the time it'll take, the more it'll be luminous. In 31536000 which is a year worth in seconds, the glow is pure white with no red.

Also this is the closest RGB value I could get to TAGrenade:

154, 50, 50
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Last edited by eyal282; 11-28-2018 at 17:25.
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impossible_cc
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Join Date: Sep 2018
Location: Ukraine
Old 11-29-2018 , 08:35   Re: tagrenade effect, CSGO
Reply With Quote #6

define GLOW_WALLHACK in your plugin
Through some textures a glow laggs and freezes, while player is moving. For example, glow on $2000$ works very weird (it works only if enemy is visible, otherwise it glows 'something that doesnt exist' or empty model) but on de_bank it works perfect. On de_inferno 50/50.

I think it cannot be fixed. if I use instead of glow just a red dot particle it works same

Last edited by impossible_cc; 11-29-2018 at 08:59.
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impossible_cc
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Join Date: Sep 2018
Location: Ukraine
Old 11-29-2018 , 08:58   Re: tagrenade effect, CSGO
Reply With Quote #7

turn on
SetEntPropFloat(client, Prop_Send, "m_flDetectedByEnemySensorTime", <year>);

turn off
SetEntPropFloat(client, Prop_Send, "m_flDetectedByEnemySensorTime", GetGameTime());

works okay, it doesnt 'freeze' or 'lag' behind some walls, like glow from useful commands, but it just dissapears thru problem walls xd.

Last edited by impossible_cc; 11-29-2018 at 08:59.
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Mitchell
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Join Date: Mar 2010
Old 11-29-2018 , 09:20   Re: tagrenade effect, CSGO
Reply With Quote #8

Quote:
Originally Posted by impossible_cc View Post
define GLOW_WALLHACK in your plugin
Through some textures a glow laggs and freezes, while player is moving. For example, glow on $2000$ works very weird (it works only if enemy is visible, otherwise it glows 'something that doesnt exist' or empty model) but on de_bank it works perfect. On de_inferno 50/50.

I think it cannot be fixed. if I use instead of glow just a red dot particle it works same
I think your issue is sv_force_transmit_players
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impossible_cc
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Join Date: Sep 2018
Location: Ukraine
Old 11-29-2018 , 09:54   Re: tagrenade effect, CSGO
Reply With Quote #9

Quote:
Originally Posted by Mitchell View Post
I think your issue is sv_force_transmit_players
You are right! Just set it to 1.
Thanks everyone! Now everything works
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