Raised This Month: $12 Target: $400
 3% 

[CS:GO] Thunder/Lighting Bolt Headshot Kill Effect


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
valluri
New Member
Join Date: Jan 2023
Old 01-25-2023 , 11:19   [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #1

I have seen videos of people playing on CS:GO servers, And when they get a headshot, Lightning Bolts come out of the head and a short blue flash appears.
I have tried looking for hours, But I couldn't find it anywhere.

Heres a screenshot of it. (Sorry for low quality.)
__________________
valluri is offline
Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 01-25-2023 , 20:37   Re: [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #2

point_tesla entity perhaps ?
https://developer.valvesoftware.com/wiki/Point_tesla

Maybe can fiddle with one same entity when round start, teleport or set source entity to tesla and execute:
DoSpark

*edit
PHP Code:

/*
Server event "player_death", Tick 11930:
- "userid" = "4"
- "attacker" = "2"
- "assister" = "0"
- "assistedflash" = "0"
- "weapon" = "usp_silencer"
- "weapon_itemid" = "0"
- "weapon_fauxitemid" = "17293822569102704701"
- "weapon_originalowner_xuid" = "76561197988592905"
- "headshot" = "1"
- "dominated" = "0"
- "revenge" = "0"
- "wipe" = "0"
- "penetrated" = "0"
- "noreplay" = "1"
- "noscope" = "0"
- "thrusmoke" = "0"
- "attackerblind" = "0"
- "distance" = "10.64"
*/

#include <sdktools>

int point_tesla_ref = -1;
int env_fade_ref = -1;

public 
void OnPluginStart()
{
    
HookEvent("player_death"player_death);
    
HookEvent("round_freeze_end"round_freeze_end);
}

public 
void OnConfigsExecuted()
{
    
PrecacheGeneric("sprites/physbeam.vmt");
}

public 
void round_freeze_end(Event event, const char[] namebool dontBroadcast)
{
    if(
EntRefToEntIndex(point_tesla_ref) == -1)
    {

        
int entity CreateEntityByName("point_tesla");
        
        if(
entity == -1)
            return;

        
point_tesla_ref entity;

        if(
IsValidEntity(entity) && IsValidEdict(entity))
            
point_tesla_ref EntIndexToEntRef(entity);


        
DispatchKeyValue(entity"beamcount_max""8");
        
DispatchKeyValue(entity"beamcount_min""6");
        
DispatchKeyValue(entity"interval_max""2");
        
DispatchKeyValue(entity"interval_min""0.5");
        
DispatchKeyValue(entity"lifetime_max""0.3");
        
DispatchKeyValue(entity"lifetime_min""0.3");
        
DispatchKeyValue(entity"m_Color""255 255 255");
        
DispatchKeyValue(entity"m_flRadius""200");
        
DispatchKeyValue(entity"m_SoundName""DoSpark");
        
DispatchKeyValue(entity"texture""sprites/physbeam.vmt");
        
DispatchKeyValue(entity"thick_max""5");
        
DispatchKeyValue(entity"thick_min""4");
        
DispatchSpawn(entity);
    }

    if(
EntRefToEntIndex(env_fade_ref) == -1)
    {

        
int entity CreateEntityByName("env_fade");
        
        if(
entity == -1)
            return;

        
env_fade_ref  entity;

        if(
IsValidEntity(entity) && IsValidEdict(entity))
            
env_fade_ref  EntIndexToEntRef(entity);


        
DispatchKeyValue(entity"duration""0.3");
        
DispatchKeyValue(entity"renderamt""255");
        
DispatchKeyValue(entity"rendercolor""29 211 222");
        
DispatchKeyValue(entity"ReverseFadeDuration""0.3");
        
DispatchKeyValue(entity"spawnflags""5");
        
DispatchSpawn(entity);


    }
}

public 
void player_death(Event event, const char[] namebool dontBroadcast)
{
    if(!
event.GetBool("headshot"))
        return;

    
int victim GetClientOfUserId(event.GetInt("userid"));

    
float pos[3];
    
GetClientEyePosition(victimpos);

    
TeleportEntity(point_tesla_refposNULL_VECTORNULL_VECTOR);
    
AcceptEntityInput(point_tesla_ref"DoSpark");

    
int attacker GetClientOfUserId(event.GetInt("attacker"));

    if(
attacker == || !IsClientInGame(attacker) || IsFakeClient(attacker))
        return;

    
AcceptEntityInput(env_fade_ref"Fade"attacker);
}

/*
entity
{
    "id" "1251"
    "classname" "env_fade"
    "duration" "2"
    "renderamt" "255"
    "rendercolor" "29 211 222"
    "ReverseFadeDuration" "2"
    "spawnflags" "5"
    "targetname" "fade"
    "origin" "496 720 96"
    editor
    {
        "color" "220 30 220"
        "visgroupshown" "1"
        "visgroupautoshown" "1"
        "logicalpos" "[0 0]"
    }
}

entity
{
    "id" "1240"
    "classname" "point_tesla"
    "beamcount_max" "8"
    "beamcount_min" "6"
    "interval_max" "2"
    "interval_min" "0.5"
    "lifetime_max" "0.3"
    "lifetime_min" "0.3"
    "m_Color" "255 255 255"
    "m_flRadius" "200"
    "m_SoundName" "DoSpark"
    "targetname" "tesla"
    "texture" "sprites/physbeam.vmt"
    "thick_max" "5"
    "thick_min" "4"
    "origin" "464 720 64"
    editor
    {
        "color" "220 30 220"
        "visgroupshown" "1"
        "visgroupautoshown" "1"
        "logicalpos" "[0 0]"
    }
*/ 
__________________
Do not Private Message @me

Last edited by Bacardi; 01-25-2023 at 23:10.
Bacardi is offline
Danielej1
Senior Member
Join Date: Jul 2022
Location: Poland
Old 01-26-2023 , 15:09   Re: [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #3

Can you do this for Vip? Flag "o" ? and that it can be turned off and on?
Danielej1 is offline
Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 02-01-2023 , 00:31   Re: [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #4

In this version, I have made some edit or fixes as well, to avoid errors.


This plugin use cookies (aka SM plugin "Client Preferences")
- Means, player can save plugin setting from sm_settings (or using sm_cookies headshot_tesla 1 or 0)
- This data is saved into ...addons/sourcemod/data/sqlite/clientprefs-sqlite.sq3
- After player have made save first time, setting will remain in that state until player change it next time.
- To clarify, player need himself go to !settings and set plugin feature to be always On or Off.
- Another command is: sm_thunder
-- If player not make a save for first time (this will happen on 90% of players), plugin feature would appear how next cvar is set.




Plugin have Console Variable
Code:
//"sm_headshotthundersetting_default" = "0" min. 0.000000 max. 1.000000
//- For new player, is plugin feature enabled by default ? 1 = on, 0 = off
By default, plugin effect is disabled for new players, who haven't save plugin setting at all.
- Changing cvar value on fly:
sm_cvar sm_headshotthundersetting_default 1 or 0
You can enable and disable plugin effect on those players who have not make a settings save.





Admin system.
- You can disable plugin effect from non-admins.
By default, plugin effect is enabled for everyone.
To override plugin effect to admins only, use word "sm_thunder"
...addons/sourcemod/configs/admin_overrides.cfg
PHP Code:

Overrides
{
    
/**
     * By default, commands are registered with three pieces of information:
     * 1)Command Name         (for example, "csdm_enable")
     * 2)Command Group Name    (for example, "CSDM")
     * 3)Command Level        (for example, "changemap")
     *
     * You can override the default flags assigned to individual commands or command groups in this way.
     * To override a group, use the "@" character before the name.  Example:
     * Examples:
     *        "@CSDM"            "b"                // Override the CSDM group to 'b' flag
     *         "csdm_enable"    "bgi"            // Override the csdm_enable command to 'bgi' flags
     *
     * Note that for overrides, order is important.  In the above example, csdm_enable overwrites
     * any setting that csdm_enable previously had.
     *
     * You can make a command completely public by using an empty flag string.
     */

    
"sm_thunder"    "a" // key value "" remove flags

And when you want use admin override to one of admin groups (example "Default")
...addons/sourcemod/configs/admin_groups.cfg
PHP Code:

Groups
{
    
/**
     * Allowed properties for a group:
     *
     *   "flags"           - Flag string.
     *   "immunity"        - Immunity level number, or a group name.
     *                         If the group name is a number, prepend it with an 
     *                         '@' symbol similar to admins_simple.ini.  Users 
     *                         will only inherit the level number if it's higher 
     *                         than their current value.
     */
    
"Default"
    
{
         
Overrides
         
{
            
"sm_thunder"    "allow" // or "deny" to block access
         
}
        
"immunity"        "1"
    
}
    
    
"Full Admins"
    
{
        
/**
         * You can override commands and command groups here.
         * Specify a command name or group and either "allow" or "deny"
         * Examples:
         *         ":CSDM"            "allow"
         *        "csdm_enable"    "deny"
         */
         
Overrides
         
{
         }
        
"flags"            "abcdefghiz"

        
/* Largish number for lots of in-between values. */
        
"immunity"        "99"
    
}






Rant:
If this plugin still need some edit or fix, I look it next time in year 2024
Attached Files
File Type: zip csgo_effect_thunder_headshot.zip (11.9 KB, 81 views)
__________________
Do not Private Message @me

Last edited by Bacardi; 02-01-2023 at 00:32.
Bacardi is offline
Danielej1
Senior Member
Join Date: Jul 2022
Location: Poland
Old 02-02-2023 , 15:48   Re: [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #5

Hi, I get errors on your plugin

Code:
L 02/02/2023 - 05:10:10: SourceMod error session started
L 02/02/2023 - 05:10:10: Info (map "de_mirage") (file "/clients/s85832/csgo/addons/sourcemod/logs/errors_20230202.log")
L 02/02/2023 - 05:10:10: [SM] Exception reported: Cannot create new entity when no map is running
L 02/02/2023 - 05:10:10: [SM] Blaming: csgo_effect_thunder_headshot.smx
L 02/02/2023 - 05:10:10: [SM] Call stack trace:
L 02/02/2023 - 05:10:10: [SM]   [0] CreateEntityByName
L 02/02/2023 - 05:10:10: [SM]   [1] Line 250, C:\Users\diese\OneDrive\Pulpit\compiler\csgo_effect_thunder_headshot.sp::round_freeze_end
L 02/02/2023 - 05:10:10: [SM]   [2] Line 77, C:\Users\diese\OneDrive\Pulpit\compiler\csgo_effect_thunder_headshot.sp::OnPluginStart
L 02/02/2023 - 05:10:10: [SM] Unable to load plugin "csgo_effect_thunder_headshot.smx": Error detected in plugin startup (see error logs)
L 02/02/2023 - 08:19:14: [SM] Exception reported: Script execution timed out
L 02/02/2023 - 08:19:15: Error log file session closed.
L 02/02/2023 - 08:20:15: SourceMod error session started
Danielej1 is offline
Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 02-02-2023 , 18:42   Re: [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #6

in line 77, disable this with double slas // and recompile.
PHP Code:
    //round_freeze_end(null, "", false); // find or create plugin entities when plugin reloaded 
Quote:
Originally Posted by Danielej1 View Post
Hi, I get errors on your plugin

Code:
L 02/02/2023 - 05:10:10: SourceMod error session started
L 02/02/2023 - 05:10:10: Info (map "de_mirage") (file "/clients/s85832/csgo/addons/sourcemod/logs/errors_20230202.log")
L 02/02/2023 - 05:10:10: [SM] Exception reported: Cannot create new entity when no map is running
L 02/02/2023 - 05:10:10: [SM] Blaming: csgo_effect_thunder_headshot.smx
L 02/02/2023 - 05:10:10: [SM] Call stack trace:
L 02/02/2023 - 05:10:10: [SM]   [0] CreateEntityByName
L 02/02/2023 - 05:10:10: [SM]   [1] Line 250, C:\Users\diese\OneDrive\Pulpit\compiler\csgo_effect_thunder_headshot.sp::round_freeze_end
L 02/02/2023 - 05:10:10: [SM]   [2] Line 77, C:\Users\diese\OneDrive\Pulpit\compiler\csgo_effect_thunder_headshot.sp::OnPluginStart
L 02/02/2023 - 05:10:10: [SM] Unable to load plugin "csgo_effect_thunder_headshot.smx": Error detected in plugin startup (see error logs)
L 02/02/2023 - 08:19:14: [SM] Exception reported: Script execution timed out
L 02/02/2023 - 08:19:15: Error log file session closed.
L 02/02/2023 - 08:20:15: SourceMod error session started
__________________
Do not Private Message @me
Bacardi is offline
trzmielu
Member
Join Date: Aug 2016
Old 02-06-2023 , 17:05   Re: [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #7

How can I make "fade" more transparent from the beginning? Tried changing renderamt, spawnflags but nothing worked.
Rn color fully covers the screen for a sec and players are getting distracted

Last edited by trzmielu; 02-06-2023 at 17:31.
trzmielu is offline
Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 02-06-2023 , 20:37   Re: [CS:GO] Thunder/Lighting Bolt Headshot Kill Effect
Reply With Quote #8

Try
"renderamt", "55"


*edit
*Nope, this command not have transparent value
You can test with cheats on witn console command:
Code:
fadein 0.3 29 211 222 55
__________________
Do not Private Message @me

Last edited by Bacardi; 02-06-2023 at 20:43.
Bacardi is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:27.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode