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Death Beam


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dalto
Veteran Member
Join Date: Jul 2007
Old 08-13-2007 , 12:28   Re: Death Beam
Reply With Quote #11

Quote:
Originally Posted by dA.oOZe View Post
Is it possible to store those settings on client side?

Quakesounds, for example, stores it's settings server side in a textfile, but I think it would be much more useful, if it's somehow stored on the client. If one decides to disable stuff on one server I'm pretty sure he will also do on other servers.
I don't know if this is possible. The amount of things that Valve lets you do to the client is pretty limited.

Storing the settings on the server is definitely possible.
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Kaschenko
SourceMod Donor
Join Date: Apr 2006
Location: Country: Russia; City: M
Old 08-13-2007 , 15:54   Re: Death Beam
Reply With Quote #12

cool!!
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Peoples Army
SourceMod Donor
Join Date: Mar 2007
Old 08-13-2007 , 17:08   Re: Death Beam
Reply With Quote #13

thanks


trying to save things on a client is hard to do , but it is possable to store the clients settings on your server.
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MoggieX
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Join Date: Aug 2007
Location: n00bville
Old 08-13-2007 , 19:10   Re: Death Beam
Reply With Quote #14

Works a treat! Loving the patchy line too!

Matt
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Peoples Army
SourceMod Donor
Join Date: Mar 2007
Old 08-13-2007 , 19:56   Re: Death Beam
Reply With Quote #15

thanks , yeah some of the temp ent beams in source look kinda weird
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XG1|AleX
Member
Join Date: Jun 2007
Old 08-14-2007 , 12:53   Re: Death Beam
Reply With Quote #16

got an error...

Code:
18:52:27 exec sourcemod/sm_deathbeam.cfg
18:52:27 L 08/14/2007 - 18:54:08: server_cvar: "death_beam_on" "1"
18:52:27 L 08/14/2007 - 18:54:08: server_cvar: "death_beam_red" "253"
18:52:27 L 08/14/2007 - 18:54:08: server_cvar: "death_beam_green" "128"
18:52:27 L 08/14/2007 - 18:54:08: server_cvar: "death_beam_blue" "0"
18:52:27 Unknown command "death_beam_trans"
the Alpha Setting is not working

edit

and the color codes are not really working..

RGB 253,120,0 should be orange like this ▌▌▌▌▌▌▌▌but it is green

maybe cos the alpha error

and the beam looks dashed, would be better visible, and nicer, when its straight

found the right cvar in the *.sp file

it is
Code:
death_beam_alpha
tried to change the line with the glowcolor.vmt ^^ but its not really looking better...

not the best plugin ^^ should be reprogrammed... and need to get better realisied...
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Last edited by XG1|AleX; 08-14-2007 at 14:17.
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Peoples Army
SourceMod Donor
Join Date: Mar 2007
Old 08-14-2007 , 19:35   Re: Death Beam
Reply With Quote #17

well first , if youve ever takin a close look at any temp ent beams for source , youd notice they all have a swash , they look like their spinning , take a look at the pictures from the wiki for sorucemod

http://wiki.alliedmods.net/TempEnts_...od_SDKTools%29


the beam is "blueglow.spr" , hence the blue glow is not gonna give you the color you expect . there are no errors , this code is flawless , if you dont like it feel free to code your own .

Last edited by Peoples Army; 08-14-2007 at 20:26.
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MoggieX
Veteran Member
Join Date: Aug 2007
Location: n00bville
Old 08-15-2007 , 02:48   Re: Death Beam
Reply With Quote #18

Hey Peoples Army,

Just noticed while updating to 1335, that I get the same message in the console:

Code:
--------------------------------------------------------
sv_pure value unchanged (current value is 0).
--------------------------------------------------------
Invalid counterterrorist spawnpoint at (82.0,-52.0,-52.0)
Game will not start until both teams have players.
****** Executed Server.cfg File ******
Unknown command "sm_extendmap_max"
Unknown command "sm_extendmap_step"
Unknown command "death_beam_trans"
That said it still works a treat and having the trans and colour settings are just 'nice-ities'
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-15-2007 , 02:58   Re: Death Beam
Reply With Quote #19

It is death_beam_alpha not death_beam_trans.
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MoggieX
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Join Date: Aug 2007
Location: n00bville
Old 08-15-2007 , 08:49   Re: Death Beam
Reply With Quote #20

Quote:
Originally Posted by dalto View Post
It is death_beam_alpha not death_beam_trans.
Ah that would explain it then , although i'm sure I just copied and pasted the cvars
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