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[INFO] Fakemeta & Ham detailed function descriptions and examples


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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 10-17-2009 , 17:28   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #111

Quote:
Originally Posted by Arkshine View Post
Yeah I remember it's just a pain how works this function. If you refer at a post -somewhere- there is a delay between each update, and it matches with the frequency of the "entity-without-classname" ( This entity is created right after max_clients ; if there is entities created in plugin_precache(), this entity will be created after that ). This entity is updated between .25 to 0.3s. It could be used there but it's more easy and efficient to use FindEntsInPVS.
Always wanted to know what that entity does, any info about it ?
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Arkshine
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Old 10-17-2009 , 17:36   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #112

It seems to update the hud and others things. Try to delete it, you will see.
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joropito
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Old 10-17-2009 , 18:30   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #113

Quote:
Originally Posted by Arkshine View Post
It seems to update the hud and others things. Try to delete it, you will see.
I've deleted and everything in game worked fine (hud too) but if I try to connect again, I get SVC_BAD...lol
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ot_207
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Old 10-18-2009 , 06:49   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #114

Quote:
Originally Posted by joropito View Post
I've deleted and everything in game worked fine (hud too) but if I try to connect again, I get SVC_BAD...lol
Those entities are the ones that ocupy a slot for a player.

When a player connects the entity "without_classname" gets the "player" classname. That is why I think that you received the SVC_BAD error. The player entity could not be correctly created.
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joropito
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Old 11-13-2009 , 10:25   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #115

Fakemeta function :
Code:
EngFunc_AnimationAutomove

Description :
Plays the selected animation on entity


Usage :
Code:
entity_set_float(iEnt, EV_FL_framerate, fFrameRate); entity_set_int(iEnt, EV_INT_sequence, iSequence); engfunc(EngFunc_AnimationAutomove, iEnt, fTime);

Parameters
fFrameRate = Frame rate of desired animation.
iSequence = Sequence to play.
iEnt = Source entity.
fTime = It seems to not affect the animation. Maybe for internal use.

First you have to select the sequence and the desired frame rate. Then you can start the animation.
It will run in an endless loop.

It seems to work only on non-player entities
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Last edited by joropito; 11-13-2009 at 10:27.
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ot_207
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Old 11-21-2009 , 06:52   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #116

Nice, I haven't used that function yet. Added it to the first post ;).
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#8 SickneSS
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Old 11-22-2009 , 16:21   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #117

Thanks ot!
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solano
Member
Join Date: Nov 2009
Old 12-02-2009 , 06:15   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #118

Code:
new Zombie = create_entity( "monster_zombie" );  
    set_pev( Zombie, pev_origin, Origin );
    //set_pev(Zombie,pev_enemy,id)
      DispatchSpawn( Zombie );    
     drop_to_floor( Zombie ); 

    new Float:TestOrigin[3];
    
    TestOrigin[0]=156.871551;
    TestOrigin[1]=892.470581;
    TestOrigin[2]=-1864.542480;
    
    engfunc(EngFunc_MoveToOrigin,Zombie,TestOrigin,10.0,MOVE_STRAFE)
but the zombie doesnt move it just sits there
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joropito
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Old 12-02-2009 , 06:26   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #119

You need to set MOVETYPE_ and SOLID_ in entity.

Are you sure that TestOrigin is a valid target?
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solano
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Old 12-02-2009 , 06:27   Re: [INFO] Fakemeta & Ham detailed function descriptions and examples
Reply With Quote #120

Code:
pev( TargetIndex, pev_origin, Origin );    
     pev( TargetIndex , pev_v_angle, Angles ); 
    
    

       angle_vector( Angles, ANGLEVECTOR_FORWARD, Forward );   
     xs_vec_mul_scalar( Forward, 150.0, Forward );    
        xs_vec_add( Origin, Forward, Origin );
this is how i got the origin
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