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[ANY] Neon Beams (1.14) [04-Dec-2021]


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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 08-24-2019 , 09:34   Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Reply With Quote #11

Nice plugin but I think this kind of hard code is unnecessary.

Quote:
(WontFix) Dedicated servers only, I don't support listen servers.
It runs fine on a local server. If you don't want to support listen servers, you can just put a note on the topic.

I usually do some changes locally to validate before publishing into a dedicated server.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-24-2019 , 11:56   Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Reply With Quote #12

Quote:
Originally Posted by Dagothur View Post
Very cool.

The only preset I could find is the test preset. Did you plan on sharing the ones you've created seen in your screenshots?
Thanks, just uploaded.


Quote:
Originally Posted by Marttt View Post
It runs fine on a local server. If you don't want to support listen servers, you can just put a note on the topic.
The way it's written certain parts of the code expect the server to be index 0, so it will fail somewhere. I've read many times that SourceMod doesn't fully support listen servers and neither will I. For local testing I would suggest a local dedicated server installation. There are many plugins which also expect the server to be index 0 and loop through clients from index 1 to MaxClients.
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Last edited by Silvers; 08-24-2019 at 12:33.
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bewpy
Junior Member
Join Date: Jan 2010
Old 08-25-2019 , 21:50   Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Reply With Quote #13

Quick question, is there a way to use the drawing option and have it save it? The sm_neon_save feature works, but it wont let me draw easily using that. How can I use the draw function and then save it to the map?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-26-2019 , 17:53   Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Reply With Quote #14

Quote:
Originally Posted by bewpy View Post
Quick question, is there a way to use the drawing option and have it save it? The sm_neon_save feature works, but it wont let me draw easily using that. How can I use the draw function and then save it to the map?
Painting and saving to map, yeah. The code is commented out but there, search "For Testing: Uncomment to save painting data to map config" and put // at the start of the line. You'll have to recompile the plugin.
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bewpy
Junior Member
Join Date: Jan 2010
Old 08-26-2019 , 21:37   Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Reply With Quote #15

Quote:
Originally Posted by Silvers View Post
Painting and saving to map, yeah. The code is commented out but there, search "For Testing: Uncomment to save painting data to map config" and put // at the start of the line. You'll have to recompile the plugin.
Thanks!
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bewpy
Junior Member
Join Date: Jan 2010
Old 08-26-2019 , 22:01   Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Reply With Quote #16

One more question! How hard would it be to make it so when using neon_bullets, the beam is dependent on the team? So red beams for T's, blue for CTs
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-27-2019 , 07:25   Re: [ANY] Neon Beams (1.1) [22-Aug-2019]
Reply With Quote #17

Quote:
Originally Posted by bewpy View Post
One more question! How hard would it be to make it so when using neon_bullets, the beam is dependent on the team? So red beams for T's, blue for CTs
Replace the "NeonBeams_TempMap" line with:

PHP Code:
        // Team Color bullets
        
int color 0xFF// red
        
if( GetClientTeam(client) == )
            
color 0xFF0000// blue
        
NeonBeams_TempMap(colorvEyevPos1.0);
        
// NeonBeams_TempMap(g_Colors[client], vEye, vPos, 1.0); 

Thanks, I also realised spawning time limited beams was causing the max limit to be reached so heres a fix:

Quote:
1.2 (27-Aug-2019)
- Fixed "Spawning Blocked" error when beams are time limited and not permanent. They are simply not counted.
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Last edited by Silvers; 08-27-2019 at 07:37.
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moekai
Member
Join Date: Jul 2019
Old 09-04-2019 , 10:08   Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
Reply With Quote #18

Remove presets since I no longer using it

Last edited by moekai; 03-06-2020 at 22:57.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-05-2019 , 17:57   Re: [ANY] Neon Beams (1.0) [20-Aug-2019]
Reply With Quote #19

Quote:
Originally Posted by moekai View Post
My preset for L4D check point direction
Thank you! I'll add to the preset post above!



Edit: It is possible to create animated signs by using temporary beams, however I would recommend someone creates a 3rd party plugin using the Neon Beams include for this, as it's not something I wish to add into the main plugin. It would not be possible with particles because once they're created they cannot be removed, due to the way this plugin works. It would be highly inefficient to keep all particle entities alive on the map, eating into the 2048 max entities limit. I actually don't think it's even possible to turn off the beams once created which is why the plugin simply deletes the entities.
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Last edited by Silvers; 09-06-2019 at 12:53.
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foxhound27
AlliedModders Donor
Join Date: Sep 2019
Location: Argentina
Old 10-26-2019 , 18:39   Re: [ANY] Neon Beams (1.2) [27-Aug-2019]
Reply With Quote #20

it would be nice to select ur colour and start to draw by holding E then release no more draw!! and ofc thank you for this wonderful plugin u rokz bro
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