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Particle effect as a temp entity


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kadet.89
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Old 04-19-2015 , 09:58   Particle effect as a temp entity
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Is it possible to spawn any particle effect as a temp entity in sourcemod?

Like this function: DispatchParticleEffect

Btw, It would be nice to replace net entities with temp entities in the goremod plugin

Last edited by kadet.89; 04-19-2015 at 10:10.
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Chdata
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Old 04-19-2015 , 10:17   Re: Particle effect as a temp entity
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www.google.com

https://forums.alliedmods.net/showthread.php?t=75102
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kadet.89
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Old 04-19-2015 , 11:07   Re: Particle effect as a temp entity
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it only works with tf2? but not with cs:s and cs:go. What shall I use instead of TFParticleEffect in CS:S ?

Last edited by kadet.89; 04-19-2015 at 11:10.
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Chdata
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Old 04-19-2015 , 11:13   Re: Particle effect as a temp entity
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maybe try rewrite it a little if it doesn't work after you have actually tested it
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Last edited by Chdata; 04-19-2015 at 11:16.
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kadet.89
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Old 04-19-2015 , 11:15   Re: Particle effect as a temp entity
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I think that css"EffectDispatch" == tf2"TFParticleEffect", but I get this error:

Code:
L 04/19/2015 - 18:06:14: [SM] Native "TE_WriteFloat" reported: Temp entity prope
rty "m_vecOrigin[0]" not found
PHP Code:
    TE_Start("EffectDispatch"); //sm_print_telist
    
TE_WriteFloat("m_vecOrigin[0]"origin[0]); 

Last edited by kadet.89; 04-19-2015 at 11:17.
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kadet.89
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Old 04-19-2015 , 11:36   Re: Particle effect as a temp entity
Reply With Quote #6

All the parameters
Code:
	"CTEEffectDispatch"
	{
		"name"		"EffectDispatch"
		"index"		"20"
		"SendTable"
		{
			"m_vOrigin[0]"		"float"
			"m_vOrigin[1]"		"float"
			"m_vOrigin[2]"		"float"
			"m_vStart[0]"		"float"
			"m_vStart[1]"		"float"
			"m_vStart[2]"		"float"
			"m_vAngles"		"vector"
			"m_vNormal"		"vector"
			"m_fFlags"		"int"
			"m_flMagnitude"		"float"
			"m_flScale"		"float"
			"m_nAttachmentIndex"		"int"
			"m_nSurfaceProp"		"int"
			"m_iEffectName"		"int"
			"m_nMaterial"		"int"
			"m_nDamageType"		"int"
			"m_nHitBox"		"int"
			"entindex"		"int"
			"m_nColor"		"int"
			"m_flRadius"		"float"
			"m_bCustomColors"		"int"
			"m_CustomColors.m_vecColor1"		"vector"
			"m_CustomColors.m_vecColor2"		"vector"
			"m_bControlPoint1"		"int"
			"m_ControlPoint1.m_eParticleAttachment"		"int"
			"m_ControlPoint1.m_vecOffset[0]"		"float"
			"m_ControlPoint1.m_vecOffset[1]"		"float"
			"m_ControlPoint1.m_vecOffset[2]"		"float"
		}
	}
Still doesn't work:

PHP Code:
    TE_Start("EffectDispatch");
    
TE_WriteFloat("m_vOrigin[0]"origin[0]);
    
TE_WriteFloat("m_vOrigin[1]"origin[1]);
    
TE_WriteFloat("m_vOrigin[2]"origin[2]);
    
TE_WriteFloat("m_vStart[0]"start[0]);
    
TE_WriteFloat("m_vStart[1]"start[1]);
    
TE_WriteFloat("m_vStart[2]"start[2]);
    
TE_WriteVector("m_vAngles"angles);
    
TE_WriteNum("m_iEffectName"stridx);
    
TE_SendToAll(delay); 
Any ideas?

Last edited by kadet.89; 04-19-2015 at 13:18.
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Despirator
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Join Date: Jun 2011
Location: Kazakhstan ->Shymkent
Old 04-19-2015 , 18:00   Re: Particle effect as a temp entity
Reply With Quote #7

Quote:
Originally Posted by kadet.89 View Post
All the parameters
Code:
	"CTEEffectDispatch"
	{
		"name"		"EffectDispatch"
		"index"		"20"
		"SendTable"
		{
			"m_vOrigin[0]"		"float"
			"m_vOrigin[1]"		"float"
			"m_vOrigin[2]"		"float"
			"m_vStart[0]"		"float"
			"m_vStart[1]"		"float"
			"m_vStart[2]"		"float"
			"m_vAngles"		"vector"
			"m_vNormal"		"vector"
			"m_fFlags"		"int"
			"m_flMagnitude"		"float"
			"m_flScale"		"float"
			"m_nAttachmentIndex"		"int"
			"m_nSurfaceProp"		"int"
			"m_iEffectName"		"int"
			"m_nMaterial"		"int"
			"m_nDamageType"		"int"
			"m_nHitBox"		"int"
			"entindex"		"int"
			"m_nColor"		"int"
			"m_flRadius"		"float"
			"m_bCustomColors"		"int"
			"m_CustomColors.m_vecColor1"		"vector"
			"m_CustomColors.m_vecColor2"		"vector"
			"m_bControlPoint1"		"int"
			"m_ControlPoint1.m_eParticleAttachment"		"int"
			"m_ControlPoint1.m_vecOffset[0]"		"float"
			"m_ControlPoint1.m_vecOffset[1]"		"float"
			"m_ControlPoint1.m_vecOffset[2]"		"float"
		}
	}
Still doesn't work:

PHP Code:
    TE_Start("EffectDispatch");
    
TE_WriteFloat("m_vOrigin[0]"origin[0]);
    
TE_WriteFloat("m_vOrigin[1]"origin[1]);
    
TE_WriteFloat("m_vOrigin[2]"origin[2]);
    
TE_WriteFloat("m_vStart[0]"start[0]);
    
TE_WriteFloat("m_vStart[1]"start[1]);
    
TE_WriteFloat("m_vStart[2]"start[2]);
    
TE_WriteVector("m_vAngles"angles);
    
TE_WriteNum("m_iEffectName"stridx);
    
TE_SendToAll(delay); 
Any ideas?
what equals "stridx" to?
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API
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Join Date: May 2006
Old 04-20-2015 , 12:39   Re: Particle effect as a temp entity
Reply With Quote #8

Replace m_vecOrigin[0] with m_vOrigin.x
Replace m_vecOrigin[1] with m_vOrigin.y
Replace m_vecOrigin[2] with m_vOrigin.z

glhf ;)

full effect data cause I love you guys ;)
Code:
 // Read the original effect data
    new s_EffectName = TE_ReadNum("m_iEffectName");
    new s_ParticleType = TE_ReadNum("m_nHitBox");
    
    decl Float:s_Origin[3];
    s_Origin[0] = TE_ReadFloat("m_vOrigin.x");
    s_Origin[1] = TE_ReadFloat("m_vOrigin.y");
    s_Origin[2] = TE_ReadFloat("m_vOrigin.z");
    
    decl Float:s_Angle[3];
    TE_ReadVector("m_vAngles", s_Angle);
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Last edited by API; 04-20-2015 at 12:40.
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kadet.89
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Old 04-20-2015 , 13:04   Re: Particle effect as a temp entity
Reply With Quote #9

https://forums.alliedmods.net/showpo...23&postcount=4
Just replaced burning_character with explosion_huge and the plugin works

Last edited by kadet.89; 04-21-2015 at 13:52.
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