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Cso style beam create probleming


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ZombieTheMan01
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Join Date: Aug 2015
Location: Turkey
Old 01-11-2021 , 14:23   Cso style beam create probleming
Reply With Quote #1

Hi guys. I have problems again, unfortunately. my question is that I found 2 of the cso style beam on the internet. But one is not exactly the same and does not disappear by itself, while the other looks like the lost version of the ordinary beam. How do you think I should handle this? Or is there any method you can suggest?

VIDEO-1 (REQUEST) (ORIGINAL CSO/CSN:Z BEAM)
VIDEO-2 (REQUEST) (CS 1.6 in CSO STYLE BEAM)
VIDEO-3 (REQUEST) (CS 1.6 IN - ALTERNATIF VIDEO)

VIDEO-1 (ACTUALLY [FIRST CODES])
VIDEO-2 (ACTUALY [SECOND CODES])


Codes in here:

FIRST:
Code:
...
register_forward(FM_StartFrame, "fw_StartFrame")
...

public Additional_Settings(id, ent)
{
	set_pdata_int(id, 363, 90, 5)
	
	// csbtedhan + kord12.7
	new Float:originF[3], Float:aimoriginF[3]
	pev(ent, pev_vuser1, aimoriginF)
	Stock_Get_Postion(id, 40.0, get_cvar_num("cl_righthand")?7.5:-7.5, -5.0, originF)
	//get_position(iAttacker, 40.0, 6.0, -7.0, StartOrigin)
	for(new i = 0; i < min(floatround(vector_distance(originF, aimoriginF)*0.1), 10) ; i++)
	{
		new iBeam = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "beam"))
		set_pev(iBeam, pev_classname, "beam");
		set_pev(iBeam, pev_flags, pev(iBeam, pev_flags) | FL_CUSTOMENTITY);
		set_pev(iBeam, pev_rendercolor, Float:{255.0, 255.0, 255.0})
		set_pev(iBeam, pev_renderamt, 255.0)
		set_pev(iBeam, pev_body, 0)
		set_pev(iBeam, pev_frame, 0.0)
		set_pev(iBeam, pev_animtime, 0.0)
		set_pev(iBeam, pev_model, "sprites/laserbeam.spr");
		set_pev(iBeam, pev_modelindex, spr)
		set_pev(iBeam, pev_scale, 10.0)
		
		set_pev(iBeam, pev_rendermode, (pev(iBeam, pev_rendermode) & 0x0F) | 0x40 & 0xF0)
		set_pev(iBeam, pev_origin, originF)
		set_pev(iBeam, pev_angles, aimoriginF)
		set_pev(iBeam, pev_sequence, (pev(iBeam, pev_sequence) & 0x0FFF) | ((0 & 0xF) << 12))
		set_pev(iBeam, pev_skin, (pev(iBeam, pev_skin) & 0x0FFF) | ((0 & 0xF) << 12))
		Beam_RelinkBeam(iBeam);
		
		set_pev(iBeam, pev_dmgtime, get_gametime()+0.4)
		set_pev(iBeam, pev_fuser1, 0.8)
		set_pev(iBeam, pev_iuser1, 2018)
	}
}

...

public fw_StartFrame() // csbtedhan
{
	new iEnt = -1
	while((iEnt = find_ent_by_class(iEnt, "beam")) > 0)
	{
		if(!is_valid_ent(iEnt) || pev(iEnt, pev_iuser1) != 2018)
			continue;
		
		new Float:dmgtime, Float:color[3], Float:stay
		pev(iEnt,pev_dmgtime, dmgtime)
		pev(iEnt,pev_fuser1, stay)
		pev(iEnt,pev_rendercolor, color)
		
		if(dmgtime - get_gametime() < stay)
		{
			color[0] = floatmax(0.0, color[0] - 16.0)
			color[1] = floatmax(0.0, color[1] - 16.0)
			color[2] = floatmax(0.0, color[2] - 16.0)
			set_pev(iEnt,pev_rendercolor, color)
		}
		
		if(dmgtime <= get_gametime())
			set_pev(iEnt, pev_flags, pev(iEnt, pev_flags) | FL_KILLME)
	}
}

stock Stock_Get_Postion(id,Float:forw,Float:right, Float:up,Float:vStart[])
{
	static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
	
	pev(id, pev_origin, vOrigin)
	pev(id, pev_view_ofs,vUp) //for player
	xs_vec_add(vOrigin,vUp,vOrigin)
	pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
	
	angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
	angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
	angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
	
	vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
	vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
	vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
} 

stock Beam_RelinkBeam(const iBeamEntity)
{
	new Float:flOrigin[3],Float:flStartPos[3],Float:flEndPos[3];
	new Float:flMins[3],Float:flMaxs[3];
	
	pev(iBeamEntity, pev_origin, flOrigin);
	pev(iBeamEntity, pev_origin, flStartPos);
	pev(iBeamEntity, pev_angles, flEndPos);
	
	flMins[0] = floatmin(flStartPos[0], flEndPos[0]);
	flMins[1] = floatmin(flStartPos[1], flEndPos[1]);
	flMins[2] = floatmin(flStartPos[2], flEndPos[2]);
	
	flMaxs[0] = floatmax(flStartPos[0], flEndPos[0]);
	flMaxs[1] = floatmax(flStartPos[1], flEndPos[1]);
	flMaxs[2] = floatmax(flStartPos[2], flEndPos[2]);
	
	xs_vec_sub(flMins, flOrigin, flMins);
	xs_vec_sub(flMaxs, flOrigin, flMaxs);
	
	set_pev(iBeamEntity, pev_mins, flMins);
	set_pev(iBeamEntity, pev_maxs, flMaxs);
	
	engfunc(EngFunc_SetSize, iBeamEntity, flMins, flMaxs);
	engfunc(EngFunc_SetOrigin, iBeamEntity, flOrigin);
}
SECOND (Suppose I added this "stock" part to either traceattack or primaryattack with get_position). :
Code:
stock create_beampoints(Float:StartPosition[3], Float:TargetPosition[3], SpritesID, StartFrame, Framerate, Life, LineWidth, Amplitude, Red, Green, Blue, Brightness, Speed)
{
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
	write_byte(TE_BEAMPOINTS)
	engfunc(EngFunc_WriteCoord, StartPosition[0])
	engfunc(EngFunc_WriteCoord, StartPosition[1])
	engfunc(EngFunc_WriteCoord, StartPosition[2])
	engfunc(EngFunc_WriteCoord, TargetPosition[0])
	engfunc(EngFunc_WriteCoord, TargetPosition[1])
	engfunc(EngFunc_WriteCoord, TargetPosition[2])
	write_short(SpritesID)
	write_byte(StartFrame)
	write_byte(Framerate)
	write_byte(Life)
	write_byte(LineWidth)
	write_byte(Amplitude)
	write_byte(Red)
	write_byte(Green)
	write_byte(Blue)
	write_byte(Brightness)
	write_byte(Speed)
	message_end()
}
Thanks in advance.
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Last edited by ZombieTheMan01; 01-11-2021 at 14:32.
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Old 01-12-2021, 11:49
ZombieTheMan01
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AnimalMonster
Senior Member
Join Date: May 2020
Old 01-13-2021 , 03:27   Re: Cso style beam create probleming
Reply With Quote #2

This has been done in one of the plugins for Deimos class, search for it(Dias' 100 plugin )

Try to put the life (1<<24) or soemthing like that in order to make the fade effect

Edit:
You can try TE_BEAMENTPOINTS if i am not mistaken

Last edited by AnimalMonster; 01-13-2021 at 03:37.
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OciXCrom
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Join Date: Oct 2013
Location: Macedonia
Old 01-13-2021 , 07:31   Re: Cso style beam create probleming
Reply With Quote #3

Maybe this can help you - https://forums.alliedmods.net/showthread.php?t=310276
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AnimalMonster
Senior Member
Join Date: May 2020
Old 01-13-2021 , 08:34   Re: Cso style beam create probleming
Reply With Quote #4

Well i think it does help him for one of the things it wanted but as you can see in one of the videos the sprite is fading in the back but in front it's still good.
To create that you have to use TE_BEAMENTPOINT and to create a new entity with the model of what you want.
You can use that from dias's code of Deimos

Last edited by AnimalMonster; 01-13-2021 at 08:35.
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ZombieTheMan01
Senior Member
Join Date: Aug 2015
Location: Turkey
Old 01-13-2021 , 15:27   Re: Cso style beam create probleming
Reply With Quote #5

Quote:
Originally Posted by AnimalMonster View Post
Well i think it does help him for one of the things it wanted but as you can see in one of the videos the sprite is fading in the back but in front it's still good.
To create that you have to use TE_BEAMENTPOINT and to create a new entity with the model of what you want.
You can use that from dias's code of Deimos
I couldn't test it from TE_BEAMENTPOINT much, but my friend had a plugin with TE_BEAMFOLLOW. test video is here. I tested it from there. as you see. It wasn't the way I wanted it to be. If you want, I can throw the codes from private.
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Last edited by ZombieTheMan01; 01-13-2021 at 15:29.
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