AlliedModders Donor
Join Date: Sep 2009
Location: C:\Users\Default\
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08-09-2019
, 11:42
Re: Simulate thunders & lightning
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#5
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Ummm, look at this, i've found it in an old post by Dr. Api
PHP Code:
void ChangeLightStyle(char[] lightstring, int client = 0) { int style = 1; if(strcmp(lightstring, "") != 0) { SetLightStyle(0, lightstring);
// This refreshes and updates the entire map with the new light style. int entity = CreateEntityByName("light_dynamic");
DispatchKeyValue(entity, "_light", "0 0 0 0"); DispatchKeyValue(entity, "brightness", "0"); DispatchKeyValue(entity, "style", "13"); DispatchKeyValue(entity, "distance", "19999"); DispatchSpawn(entity);
if(client) { SetEntProp(entity, Prop_Data, "m_iHammerID", client); SDKHook(entity, SDKHook_SetTransmit, Hook_SetTransmitLight); }
if(style == 0) { float vPos[3], vMins[3], vMaxs[3]; GetEntPropVector(0, Prop_Data, "m_WorldMins", vMins); GetEntPropVector(0, Prop_Data, "m_WorldMaxs", vMaxs); vPos[0] = (vMins[0] + vMaxs[0]) / 2; vPos[1] = (vMins[1] + vMaxs[1]) / 2; vPos[2] = vMaxs[2] + 2000.0; TeleportEntity(entity, vPos, NULL_VECTOR, NULL_VECTOR);
AcceptEntityInput(entity, "TurnOn"); SetVariantString("OnUser1 !self:TurnOff::0.2:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser1 !self:TurnOff::0.3:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser1 !self:TurnOff::0.4:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser1 !self:Kill::0.5:-1"); AcceptEntityInput(entity, "AddOutput"); AcceptEntityInput(entity, "FireUser1"); } else { if(style == 1) { SetVariantString("OnUser1 !self:TurnOff::0.7:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser1 !self:TurnOff::0.8:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser1 !self:Kill::1.0:-1"); AcceptEntityInput(entity, "AddOutput"); AcceptEntityInput(entity, "FireUser1");
SetVariantString("OnUser3 !self:FireUser2::0.05:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.10:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.15:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.20:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.25:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.30:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.35:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.40:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.45:-1"); AcceptEntityInput(entity, "AddOutput"); } else { SetVariantString("OnUser1 !self:TurnOff::1.2:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser1 !self:TurnOff::1.3:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser1 !self:Kill::1.5:-1"); AcceptEntityInput(entity, "AddOutput"); AcceptEntityInput(entity, "FireUser1");
SetVariantString("OnUser3 !self:FireUser2::0.1:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.2:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.3:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.4:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.5:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.6:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.7:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.8:-1"); AcceptEntityInput(entity, "AddOutput"); SetVariantString("OnUser3 !self:FireUser2::0.9:-1"); AcceptEntityInput(entity, "AddOutput"); }
SetEntProp(entity, Prop_Data, "m_iHealth", 1); HookSingleEntityOutput(entity, "OnUser2", OnUser2); AcceptEntityInput(entity, "FireUser3"); } } }
How good/bad is this? Theoretically it refreshes lights by emitting light when you apply changes to darkness/brightness.
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Massive Infection:: Piu-Games
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