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CS:GO - Removing smoke cloud/particles from smoke grenade


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x3ro
Member
Join Date: Dec 2009
Old 03-28-2014 , 14:33   CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #1

Title says it all, wondering if it's possible to remove it.

I'm trying to use the smoke grenade as a frost/freeze grenade and the smoke cloud is just plain annoying.

cheers.
Attached Files
File Type: sp Get Plugin or Get Source (zr_GrenadeEffects.sp - 1098 views - 11.2 KB)
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Bubka3
Sir Buzz Killington, Esq.
Join Date: Jan 2010
Location: New York, NY
Old 03-29-2014 , 01:32   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #2

What is exactly the problem?
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x3ro
Member
Join Date: Dec 2009
Old 03-29-2014 , 03:28   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #3

Quote:
Originally Posted by Bubka3 View Post
What is exactly the problem?
There's no problem, Just wanted to know if its possible to remove the smoke cloud when the smoke grenade is triggered. So when you throw the smoke grenade, as it lands and explodes producing a smoke cloud. With the plugin I presented, it freezes people in a radius of the explosion when the smoke grenade lands but the smoke cloud appears also and I would like to remove that and was wondering if you can and how.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 03-29-2014 , 08:41   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #4

https://forums.alliedmods.net/showthread.php?t=172361

Findentitybyclassname when detonate or sdkhooks onentitycreated
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 03-30-2014 , 13:02   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #5

ok... seems cs:go have differences, all the time.

This remove smoke.
PHP Code:
#include <sdktools>

public OnPluginStart()
{
    
AddTempEntHook("EffectDispatch"TEhook);
}

public 
Action:TEhook(const String:te_name[], const Players[], numClientsFloat:delay)
{
    if(
StrEqual(te_name"EffectDispatch") && TE_ReadNum("m_iEffectName") == 124)
    {
        return 
Plugin_Handled;
    }

    return 
Plugin_Continue;

But there is still "fog" fading when you step closer to smokegrenade where it detonated.

Last edited by Bacardi; 03-30-2014 at 13:03.
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x3ro
Member
Join Date: Dec 2009
Old 04-02-2014 , 01:00   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #6

Quote:
Originally Posted by Bacardi View Post
ok... seems cs:go have differences, all the time.

This remove smoke.
PHP Code:
#include <sdktools>

public OnPluginStart()
{
    
AddTempEntHook("EffectDispatch"TEhook);
}

public 
Action:TEhook(const String:te_name[], const Players[], numClientsFloat:delay)
{
    if(
StrEqual(te_name"EffectDispatch") && TE_ReadNum("m_iEffectName") == 124)
    {
        return 
Plugin_Handled;
    }

    return 
Plugin_Continue;

But there is still "fog" fading when you step closer to smokegrenade where it detonated.
I had the same issues, is there a way to permanently remove the fading fog?

Last edited by x3ro; 04-02-2014 at 01:00.
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TUSK3N1337
SourceMod Donor
Join Date: Dec 2013
Location: Sweden
Old 07-15-2014 , 17:35   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #7

Any updates on this?
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 07-16-2014 , 08:22   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #8

...stop detonet :/
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almil36
Member
Join Date: Mar 2019
Old 01-16-2020 , 03:37   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #9

Hi,

Sorry to bump this old thread but I have exactly the same request. I want to instantly remove the smoke of a smoke grenade.

Any idea on how to do this?
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almil36
Member
Join Date: Mar 2019
Old 01-17-2020 , 02:36   Re: CS:GO - Removing smoke cloud/particles from smoke grenade
Reply With Quote #10

If it can be of any interest for someone, I just found a good solution that can mimic smoke grenades effect. The advantage is that you can fully control the smoke time:

PHP Code:
new smoke CreateEntityByName("env_particlesmokegrenade");
if (
smoke != -1)
{
    
SetEntProp(smokeProp_Send"m_CurrentStage"1);
    
SetEntPropFloat(smokeProp_Send"m_FadeStartTime"fadestart);
    
SetEntPropFloat(smokeProp_Send"m_FadeEndTime"fadeend);
    
SetEntPropFloat(smokeProp_Send"m_flSpawnTime"spawnTime);
    
DispatchKeyValue(smoke"targetname""smoke_name");
    
DispatchSpawn(smoke);
    
ActivateEntity(smoke);
    
TeleportEntity(smokesmokePosNULL_VECTORNULL_VECTOR);

And then when you want to remove it:

PHP Code:
new smokeEntity = -1;
while((
smokeEntity FindEntityByClassname(smokeEntity"env_particlesmokegrenade"))!=-1){
    
GetEntPropString(smokeEntityProp_Data"m_iName"strNamesizeof(strName));
    if(
StrEqual(strName"smoke_name")){
        
AcceptEntityInput(smokeEntity"Kill");
        
smoke = -1;
    }


Last edited by almil36; 01-17-2020 at 02:38.
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