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Module: Orpheu (v2.6.3)


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meTaLiCroSS
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Old 01-23-2010 , 23:37   Re: Module: Orpheu2
Reply With Quote #21

Maybe isn't the best place to ask this, but how i can get the origin of the player's weapon first attachment?
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Old 01-24-2010 , 03:37   Re: Module: Orpheu2
Reply With Quote #22

Now work in Windows? WoW!!
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Arkshine
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Old 01-24-2010 , 06:03   Re: Module: Orpheu2
Reply With Quote #23

Quote:
Originally Posted by meTaLiCroSS View Post
Maybe isn't the best place to ask this, but how i can get the origin of the player's weapon first attachment?
Yes, that's not the right place. You could use Orpheu though, but you can use EngFunc_GetAttachment too.
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Old 01-24-2010 , 06:38   Re: Module: Orpheu2
Reply With Quote #24

This is really cool, good job
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SnoW
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Old 01-24-2010 , 07:08   Re: Module: Orpheu2
Reply With Quote #25

Thank you Joa and everyone involved. I'll surely look into this.
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meTaLiCroSS
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Old 01-24-2010 , 18:42   Re: Module: Orpheu2
Reply With Quote #26

Quote:
Originally Posted by Arkshine View Post
Yes, that's not the right place. You could use Orpheu though, but you can use EngFunc_GetAttachment too.
With EngFunc_GetAttachment you don't get a weapon attachment :-/, you only get the player's model attachment.
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Arkshine
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Old 01-24-2010 , 19:45   Re: Module: Orpheu2
Reply With Quote #27

You're right. You need to do what exactly with the weapon attachment ?
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meTaLiCroSS
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Old 01-25-2010 , 13:43   Re: Module: Orpheu2
Reply With Quote #28

Quote:
Originally Posted by Arkshine View Post
You're right. You need to do what exactly with the weapon attachment ?
Get his origin to do something, like a beam, effects, or something, like the HL Egon.

Code:
void CEgon::CreateEffect( void )
{

#ifndef CLIENT_DLL
    DestroyEffect();

    m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
    m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
    m_pBeam->SetFlags( BEAM_FSINE );
    m_pBeam->SetEndAttachment( 1 );
    m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY;    // Flag these to be destroyed on save/restore or level transition
    m_pBeam->pev->flags |= FL_SKIPLOCALHOST;
    m_pBeam->pev->owner = m_pPlayer->edict();

    m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
    m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() );
    m_pNoise->SetScrollRate( 25 );
    m_pNoise->SetBrightness( 100 );
    m_pNoise->SetEndAttachment( 1 );
    m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
    m_pNoise->pev->flags |= FL_SKIPLOCALHOST;
    m_pNoise->pev->owner = m_pPlayer->edict();

    m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
    m_pSprite->pev->scale = 1.0;
    m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
    m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
    m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
    m_pSprite->pev->owner = m_pPlayer->edict();

    if ( m_fireMode == FIRE_WIDE )
    {
        m_pBeam->SetScrollRate( 50 );
        m_pBeam->SetNoise( 20 );
        m_pNoise->SetColor( 50, 50, 255 );
        m_pNoise->SetNoise( 8 );
    }
    else
    {
        m_pBeam->SetScrollRate( 110 );
        m_pBeam->SetNoise( 5 );
        m_pNoise->SetColor( 80, 120, 255 );
        m_pNoise->SetNoise( 2 );
    }
#endif

}
I've found that in egon.cpp, see the black lines, what do the func SetEndAttachment?
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Old 01-25-2010 , 14:25   Re: Module: Orpheu2
Reply With Quote #29

This is what it does
PHP Code:
inline void SetEndAttachmentint attachment ) {
      
pev->skin = (pev->skin 0x0FFF) | ((attachment&0xF)<<12);

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Last edited by joropito; 01-25-2010 at 14:42.
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Arkshine
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Old 01-25-2010 , 15:18   Re: Module: Orpheu2
Reply With Quote #30

It attaches the entity on the weapon attachment 1 I guess, something like. But you can do that probably because it a custom entity (FL_CUSTOMENTITY).

I remember you can use too the weapon attachment with the player id and TE_BEAMENTS for example. ( eg : id | 0x2000 )

Anyway I'm going to do some research on it, long time i wanted to do this weapon.

[edit] Btw, you can do it without orpheu.
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Last edited by Arkshine; 01-25-2010 at 16:21.
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