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Dynamic beampoints


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Kowalsky
Senior Member
Join Date: Mar 2015
Location: Poland
Old 02-08-2016 , 15:13   Dynamic beampoints
Reply With Quote #1

Hello.

I am inspired by this video -> https://youtu.be/IULezEGnQ6I?t=17s

The "dynamic" trail is coming out of the dispenser. I believe it should be TE_BEAMPOINTS between entity and player. How can I achieve so that these beampoints "move" in the players direction?

I even got the sprite from the server that runs this feature. Could you please explain the method of doing it? I don't think it is "constant" entity creation and sending them to follow the player, because that would result in the server's overload. I think there has got to be a trick with TE_BEAMPOINTS.

Thanks in advance.
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Mario AR.
Senior Member
Join Date: May 2011
Location: Lima, Perú
Old 02-08-2016 , 20:43   Re: Dynamic beampoints
Reply With Quote #2

Quote:
TE_BEAMENTS

Last edited by Mario AR.; 02-08-2016 at 20:44. Reason: Upper case
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KORD_12.7
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Join Date: Aug 2009
Location: Russia, Vladivostok
Old 02-09-2016 , 01:16   Re: Dynamic beampoints
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https://forums.alliedmods.net/showthread.php?t=184780
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Kowalsky
Senior Member
Join Date: Mar 2015
Location: Poland
Old 02-09-2016 , 04:13   Re: Dynamic beampoints
Reply With Quote #4

Quote:
Originally Posted by KORD_12.7 View Post
It did not help. The sprite is not dynamic - it is not moving like on the video.

Code:
stock UTIL_BeamEnts1( Float:flStart[ 3 ], Float:flEnd[ 3 ], r, g, b ) {
	new beams = Beam_Create(gHealingSprite,3.0);
	Beam_PointsInit( beams, flStart, flEnd );
	Beam_SetColor(beams,{ 0.0,255.0,0.0 });
}
I call this stock in entity think function, it creates sort of weird beam, but it won't move like on the video... How do I achieve it?
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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 02-09-2016 , 07:44   Re: Dynamic beampoints
Reply With Quote #5

You achieve it by re-sending the message frequently. I guess you could also attach a beam entity to a player (using MOVETYPE_FOLLOW and pev_aiment), that could be even better.
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