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[CS:GO] Player Trails TE_SetupBeamFollow


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cra88y
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Join Date: Dec 2016
Old 12-21-2016 , 10:22   Re: [CS:GO] Player Trails TE_SetupBeamFollow
Reply With Quote #11

Quote:
Originally Posted by Maxximou5 View Post
That's because it's currently not possible to do anything other than this with TE_SetupBeamFollow.
I've done by far way to many different methods, and the one there is the best I could manage given the circumstances.
The issue is that changing any of values can cause different side effects; as such, the method I used worked best for changed cvars.

I would surely love for someone to give input or provide a better method, but as far as I am aware, you can not control temporary entities (TE). So killing them and starting them again isn't a viable option; thus, this whole issue I am having. If anyone wants to make a fool of me and provide an example method of killing temp ents and starting them again with a player in motion, I'd sure have a good laugh at myself for it.
Jeez, that sucks then is there a better way then using TE_SetupBeamFollow then but still have the same functionality? Like the other guy mentioned env_spritetrail?
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Maxximou5
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Old 12-21-2016 , 16:11   Re: [CS:GO] Player Trails TE_SetupBeamFollow
Reply With Quote #12

Yeah exactly, don't use temp entities and use env_spritetrail.
Example source: https://github.com/dvarnai/store-plu...tore/trails.sp
This allows for custom sprites to be used or Valve sprites.
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cra88y
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Old 12-23-2016 , 03:48   Re: [CS:GO] Player Trails TE_SetupBeamFollow
Reply With Quote #13

Messed with TIMER_REPEAT in a bunch of different ways and got the TE_SetupBeamFollow to work and constantly create new beams while standing still. Thanks for the input guys
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cra88y
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Old 12-23-2016 , 03:49   Re: [CS:GO] Player Trails TE_SetupBeamFollow
Reply With Quote #14

Quote:
Originally Posted by Maxximou5 View Post
Yeah exactly, don't use temp entities and use env_spritetrail.
Example source: https://github.com/dvarnai/store-plu...tore/trails.sp
This allows for custom sprites to be used or Valve sprites.
Fixed by using a lot of the methods used in this code:
https://github.com/alongubkin/store-...tore-trails.sp
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Maxximou5
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Old 12-23-2016 , 20:24   Re: [CS:GO] Player Trails TE_SetupBeamFollow
Reply With Quote #15

Not recommended but it does "work". You'll get edict overflow by doing it that way and changing teams will cause multiplying trails.
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cra88y
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Old 12-23-2016 , 21:42   Re: [CS:GO] Player Trails TE_SetupBeamFollow
Reply With Quote #16

Quote:
Originally Posted by Maxximou5 View Post
Not recommended but it does "work". You'll get edict overflow by doing it that way and changing teams will cause multiplying trails.
Yes you do get multiple trails that spawn when you stand still I just have it set to regen once every .3 seconds then the trail dies after 1 second so max duplicates will be 3. I think I got an edict overflow when I did that but when I had it set where it would spawn like 20 trails at a time on a single person but using it like this seems to be fine even on my server where multiple people at a time have trails.
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