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Rain 2 snow


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OP4 | SM!L3Y
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Join Date: Aug 2004
Location: Texas
Old 09-04-2004 , 13:54  
Reply With Quote #11

Does not compile....

----edit----

NM
its for amxx .20
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 09-04-2004 , 14:00  
Reply With Quote #12

Quote:
Originally Posted by QwertyAccess
Quote:
Originally Posted by Twilight Suzuka
JGHG, there are exactly 20 different ways to make rain. env_rain is the WORST POSSIBLE WAY.
So im curious, how exactly is there a better way then using env_rain, which is probably the most effecient way anless the mod has a very good particle system.
Creating a shitload of temp entities like your plugin?
or do you propose of making 3 entities for each DROP of rain.
so do please explain these other ways yet practical.
I know only a few ways. One is with an env_beam and a complimentary sprite, one is with a brush and a complimentary background (black) along with scrolling something, forget what, one was with a laser, which was pretty good looking but lagged, and the best was with a three brush method.

Of course, most of these are not possible in a plugin like JGHG's, which is an awsome plugin. I was just stating there are other ways to do it.

Sorry.
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NuMbErS
Member
Join Date: Oct 2005
Old 10-15-2005 , 12:03  
Reply With Quote #13

Quote:
Originally Posted by Johnny got his gun
Modification: All

Maps must use env_rain to make rain though. Dunno if there are any other ways to make rain anyway.[/b]
how do i make a map have env_rain on it tho? for my entmod svencoop server "the_betterthanbest_entmap2" does not have any rain effect how would i add it?
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sub
Senior Member
Join Date: Nov 2004
Location: Morristown, New Jersey
Old 10-15-2005 , 16:40  
Reply With Quote #14

ripent comes with sc.. put it to use

}
"classname" "env_rain"
"origin" "x y z"
{

although i dotn think env_rain is in sc so you could do a lazer which would appear and disapear, but it would lag.

Aslo these would trake up ent coutn on the ent server any who.
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Old 08-25-2007, 22:15
Sn!ff3r
This message has been deleted by Sn!ff3r.
Sn!ff3r
Veteran Member
Join Date: Aug 2007
Location: Poland
Old 11-21-2008 , 08:59   Re: Rain 2 snow
Reply With Quote #15

Only fakemeta way
PHP Code:
new const PLUGINNAME[] = "Rain 2 snow"
new const VERSION[] = "0.1"
new const AUTHOR[] = "JGHG"

#include <amxmodx>
#include <fakemeta>

new g_classstring[9]
public 
forward_setmodel(entitymodel[]) {
    
//server_print("forward_setmodel called in %s, entity: %d, model: %s", PLUGINNAME, entity, model)
    
if (!pev_valid(entity))
        return 
FMRES_IGNORED

    
//entity_get_string(entity, EV_SZ_classname, g_classstring, 8)
    
pev(entity,pev_classname,g_classstring,8)
    
    
//server_print("^^Classname: %s", g_classstring)
    
if (equal(g_classstring"env_rain")) {
        
//log_amx("Replaced rain with snow!")
        //entity_set_string(entity, EV_SZ_classname, "env_snow")
        
set_pev(entity,pev_classname,"env_snow")
    }

    return 
FMRES_IGNORED
}

public 
plugin_precache() {
    
register_forward(FM_SetModel"forward_setmodel")

    return 
PLUGIN_CONTINUE
}

public 
plugin_init() {
    
register_plugin(PLUGINNAMEVERSIONAUTHOR)

    
// Pause here. Models can't be changed after precache... because they're already... cached. I think. :-)
    
pause("a")

</b>
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