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[ES][TUT] TempEntity Messages Ids


  
 
 
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eXacT
Veteran Member
Join Date: Apr 2009
Location: Buenos Aires
Old 08-22-2009 , 17:08   [ES][TUT] TempEntity Messages Ids
#1

Todos los TempEntity Ids de AMXMODX

Bueno aca traigo el post para completar cada menssage con su TE_ respectivo ;D

POST ORIGINAL:
http://forums.alliedmods.net/showthr..._PARTICLEBURST

AUTOR ORIGINAL:
Prowler

Mas Informacion de TempEntity Messages:
http://www.qlad.net/doc/cmd_TempEnt.php


PHP Code:
#define MSG_BROADCAST   0    //unreliable to all
#define MSG_ONE       1    //reliable to one msg_entity
#define MSG_ALL       2    //reliable to all
#define MSG_INIT      3    //write to the init string
#define MSG_PVS       4    //Ents in PVS of org
#define MSG_PAS       5    //Ents in PAS of org
#define MSG_PVS_R     6    //Reliable to PVS
#define MSG_PAS_R     7    //Reliable to PAS
#define MSG_ONE_UNRELIABLE  8    //Send to one client, but don't put in reliable stream, put in unreliable datagram  could be dropped
//----------temp entity events-------------------------------------------------
#define TE_BEAMPOINTS   0    //beam effect between two points

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_BEAMPOINTS)
write_coord() // start position
write_coord()
write_coord()
write_coord() // end position
write_coord()
write_coord()
write_short() // sprite index
write_byte() // starting frame
write_byte() // frame rate in 0.1's
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() // noise amplitude in 0.01's
write_byte() // Red
write_byte() // Green
write_byte() // Blue
write_byte() // brightness)
write_byte() // scroll speed in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMENTPOINT   1    //beam effect between point and entity

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_short() // start entity
write_coord() // end position
write_coord()
write_coord()
write_short() // sprite index
write_byte() // starting frame
write_byte() // frame rate in 0.1's
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() // noise amplitude in 0.01's
write_byte() // Red
write_byte() // Green
write_byte() // Blue
write_byte() // brightness
write_byte() // scroll speed in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_GUNSHOT      2    //particle effect plus ricochet sound

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
message_end()
//-----------------------------------------------------------------------------
#define TE_EXPLOSION    3    //additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord() //
write_short() // sprite index
write_byte() // scale in 0.1's
write_byte() // framerate
write_byte() // flags
message_end()
//The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE    0  // all flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE  1  // sprite will be drawn opaque ensure that the sprite you send is a non-additive sprite
#define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND   4  // do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES 8  // do not draw particles
//-----------------------------------------------------------------------------
#define TE_TAREXPLOSION   4   // Quake1 "tarbaby" explosion with sound

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
message_end()
//-----------------------------------------------------------------------------
#define TE_SMOKE      5    //alphablend sprite, move vertically 30 pps

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_short() // sprite index
write_byte() // scale in 0.1's
write_byte() // framerate
message_end()
//-----------------------------------------------------------------------------
#define TE_TRACER     6    //tracer effect from point to point

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_coord() // end position
write_coord()
write_coord()
message_end()
//-----------------------------------------------------------------------------
#define TE_LIGHTNING    7    //TE_BEAMPOINTS with simplified parameters

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_coord() // end position
write_coord()
write_coord()
write_byte() // life in 0.1's
write_byte() // width in 0.1's
write_byte() // amplitude in 0.01's
write_short() // sprite model index
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMENTS     8   //Create a beam between two entities

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_short() // start entity
write_short() // end entity
write_short() // sprite index
write_byte() // starting frame
write_byte() // frame rate in 0.1's
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() // noise amplitude in 0.01's
write_byte() //colour
write_byte()
write_byte()
write_byte() // brightness
write_byte() // scroll speed in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_SPARKS     9    //8 random tracers with gravity, ricochet sprite

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
message_end()
//-----------------------------------------------------------------------------
#define TE_LAVASPLASH   10     //Quake1 lava splash

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
message_end()
//-----------------------------------------------------------------------------
#define TE_TELEPORT     11     //Quake1 teleport splash

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
message_end()
//-----------------------------------------------------------------------------
#define TE_EXPLOSION2   12     //Quake1 colormaped base palette particle explosion with sound

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_byte() // starting color
write_byte() // num colors
message_end()
//-----------------------------------------------------------------------------
#define TE_BSPDECAL     13     //Decal from the .BSP file

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() //x,y,z, decal position center of texture in world
write_coord()
write_coord()
write_short() // texture index of precached decal texture name
write_short() // entity index
//[optional - only included if previous short is non-zero not the world]
//write_short() // index of model of above entity
message_end()
//-----------------------------------------------------------------------------
#define TE_IMPLOSION    14     //tracers moving toward a point

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_byte() // radius
write_byte() // count
write_byte() // life in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_SPRITETRAIL    15     //line of moving glow sprites with gravity, fadeout, and collisions

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_coord() // end position
write_coord()
write_coord()
write_short() // sprite index
write_byte() // count
write_byte() // life in 0.1's
write_byte() // scale in 0.1's
write_byte() // velocity along vector in 10's
write_byte() // randomness of velocity in 10's
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAM       16    // obsolete
//-----------------------------------------------------------------------------
#define TE_SPRITE     17    // additive sprite, plays 1 cycle

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_short() // sprite index
write_byte() // scale in 0.1's
write_byte() // brightness
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMSPRITE   18    // A beam with a sprite at the end

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_coord() // end position
write_coord()
write_coord()
write_short() // beam sprite index
write_short() // end sprite index
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMTORUS    19     //screen aligned beam ring, expands to max radius over lifetime

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // center position
write_coord()
write_coord()
write_coord() // axis and radius
write_coord()
write_coord()
write_short() // sprite index
write_byte() // starting frame
write_byte() // frame rate in 0.1's
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() // noise amplitude in 0.01's
write_byte() //colour
write_byte()
write_byte()
write_byte() // brightness
write_byte() // scroll speed in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMDISK     20    // disk that expands to max radius over lifetime

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // center position
write_coord()
write_coord()
write_coord() // axis and radius
write_coord()
write_coord()
write_short() // sprite index
write_byte() // starting frame
write_byte() // frame rate in 0.1's
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() // noise amplitude in 0.01's
write_byte() //colour
write_byte()
write_byte()
write_byte() // brightness
write_byte() // scroll speed in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMCYLINDER   21    // cylinder that expands to max radius over lifetime

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // center position
write_coord()
write_coord()
write_coord() // axis and radius
write_coord()
write_coord()
write_short() // sprite index
write_byte() // starting frame
write_byte() // frame rate in 0.1's
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() // noise amplitude in 0.01's
write_byte() //colour
write_byte()
write_byte()
write_byte() // brightness
write_byte() // scroll speed in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMFOLLOW   22     //create a line of decaying beam segments until entity stops moving

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_short() // entity:attachment to follow
write_short() // sprite index
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() //colour
write_byte()
write_byte()
write_byte() // brightness
message_end()
//-----------------------------------------------------------------------------
#define TE_GLOWSPRITE   23    //creates a glowing sprite

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_short() // model index
write_byte() // scale / 10
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMRING     24    // connect a beam ring to two entities

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_short() // start entity
write_short() // end entity
write_short() // sprite index
write_byte() // starting frame
write_byte() // frame rate in 0.1's
write_byte() // life in 0.1's
write_byte() // line width in 0.1's
write_byte() // noise amplitude in 0.01's
write_byte() //colour
write_byte()
write_byte()
write_byte() // brightness
write_byte() // scroll speed in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_STREAK_SPLASH  25   // oriented shower of tracers

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_coord() // direction vector
write_coord()
write_coord()
write_byte() // color
write_short() // count
write_short() // base speed
write_short() // ramdon velocity
message_end()
//-----------------------------------------------------------------------------
#define TE_BEAMHOSE     26    // obsolete
//-----------------------------------------------------------------------------
#define TE_DLIGHT     27     // dynamic light, effect world, minor entity effect

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_byte() // radius in 10's
write_byte() //colour
write_byte()
write_byte()
write_byte() // life in 10's
write_byte() // decay rate in 10's
message_end()
//-----------------------------------------------------------------------------
#define TE_ELIGHT     28    // point entity light, no world effect

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
short entity:attachment to follow
write_coord
() // initial position
write_coord()
write_coord()
write_coord() // radius
write_byte() //colour
write_byte()
write_byte()
write_byte() // life in 0.1's
write_coord() // decay rate
message_end()
//-----------------------------------------------------------------------------
#define TE_KILLBEAM     99   //  kill all beams attached to entity

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_short() // entity
message_end()
//-----------------------------------------------------------------------------
#define TE_LARGEFUNNEL    100 // create a funnel of sprites

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // funnel position
write_coord()
write_coord()
write_short() // sprite index
write_short() // flags
message_end()
//-----------------------------------------------------------------------------
#define TE_BLOODSTREAM    101   // particle spray

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_coord() // spray vector
write_coord()
write_coord()
write_byte() // color RED = 248 YELLOW = 196
write_byte() // speed
message_end()
//-----------------------------------------------------------------------------
#define TE_SHOWLINE     102   // line of particles every 5 units, dies in 30 seconds

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // start position
write_coord()
write_coord()
write_coord() // end position
write_coord()
write_coord()
message_end()
//-----------------------------------------------------------------------------
#define TE_BLOOD      103    // particle spray

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() //start position
write_coord()
write_coord()
write_coord() //spray vector
write_coord()
write_coord()
write_byte() // color RED = 248 YELLOW = 196
write_byte() // speed
message_end()
//-----------------------------------------------------------------------------
#define TE_DECAL      104   // Decal applied to a brush entity not the world

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // x,y,z, decal position center of texture in world
write_coord()
write_coord()
write_byte() // texture index of precached decal texture name
write_short() // entity index
message_end()
//-----------------------------------------------------------------------------
#define TE_FIZZ       105   // create alpha sprites inside of entity, float upwards

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_short() // entity
write_short() // sprite index
write_byte() // density
message_end()
//-----------------------------------------------------------------------------
#define TE_MODEL      106   // create a moving model that bounces and makes a sound when it hits

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_coord() // velocity
write_coord()
write_coord()
write_angle() // initial yaw
write_short() // model index
write_byte() // bounce sound type
write_byte() // life in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_EXPLODEMODEL   107   // spherical shower of models, picks from set

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // origin position
write_coord()
write_coord()
write_coord() // velocity
write_short() // model index
write_short() // count
write_byte() // life in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_BREAKMODEL   108   // box of models or sprites

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_coord() // size
write_coord()
write_coord()
write_coord() // velocity
write_coord()
write_coord()
write_byte() // random velocity in 10's
write_short() // sprite or model index
write_byte() // count
write_byte() // life in 0.1 secs
write_byte() // flags
message_end()
//-----------------------------------------------------------------------------
#define TE_GUNSHOTDECAL   109   // decal and ricochet sound

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_short() // entity index???
write_byte() // decal???
message_end()
//-----------------------------------------------------------------------------
#define TE_SPRITE_SPRAY   110   // spay of alpha sprites

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_coord() // velocity
write_coord()
write_coord()
write_short() // sprite index
write_byte() // count
write_byte() // speed
write_byte() // noise
message_end()
//-----------------------------------------------------------------------------
#define TE_ARMOR_RICOCHET 111   // quick spark sprite, client ricochet sound.

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_byte() // scale in 0.1's
message_end()
//-----------------------------------------------------------------------------
#define TE_PLAYERDECAL    112   // ???

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_byte playerindex
write_coord
() // position
write_coord()
write_coord()
write_short() // entity???
write_byte() // decal number???
//[optional]
//write_short() // model index???
message_end()
//-----------------------------------------------------------------------------
#define TE_BUBBLES      113   // create alpha sprites inside of box, float upwards

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // min start position
write_coord()
write_coord()
write_coord() //  max start position
write_coord()
write_coord()
write_coord() // float height
write_short() // model index
write_byte() // count
write_coord() // speed
message_end()
//-----------------------------------------------------------------------------
#define TE_BUBBLETRAIL    114  //  create alpha sprites along a line, float upwards

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // min start position
write_coord()
write_coord()
write_coord() //  max start position
write_coord()
write_coord()
write_coord() // float height
write_short() // model index
write_byte() // count
write_coord() // speed
message_end()
//-----------------------------------------------------------------------------
#define TE_BLOODSPRITE    115   // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs this is a high-priority tent

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_short() // sprite1 index
write_short() // sprite2 index
write_byte() // color RED = 248 YELLOW = 196
write_byte() // scale
message_end()
//-----------------------------------------------------------------------------
#define TE_WORLDDECAL   116   // Decal applied to the world brush

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // x,y,z, decal position center of texture in world
write_coord()
write_coord()
write_byte() // texture index of precached decal texture name
message_end()
//-----------------------------------------------------------------------------
#define TE_WORLDDECALHIGH 117   // Decal with texture index > 256 applied to world brush

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // x,y,z, decal position center of texture in world
write_coord()
write_coord()
write_byte() // texture index of precached decal texture name - 256
message_end()
//-----------------------------------------------------------------------------
#define TE_DECALHIGH    118   // Same as TE_DECAL, but the texture index was greater than 256

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // x,y,z, decal position center of texture in world
write_coord()
write_coord()
write_byte() // texture index of precached decal texture name - 256
write_short() // entity index
message_end()
//-----------------------------------------------------------------------------
#define TE_PROJECTILE   119   // Makes a projectile like a nail this is a high-priority tent

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_coord() // velocity
write_coord()
write_coord()
write_short() // modelindex
write_byte() // life
write_byte() // owner  projectile won't collide with owner if owner == 0, projectile will hit any client.
message_end()
//-----------------------------------------------------------------------------
#define TE_SPRAY      120   // Throws a shower of sprites or models

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_coord() // direction
write_coord()
write_coord()
write_short() // modelindex
write_byte() // count
write_byte() // speed
write_byte() // noise
write_byte() // rendermode
message_end()
//-----------------------------------------------------------------------------
#define TE_PLAYERSPRITES  121   // sprites emit from a player's bounding box ONLY use for players!

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_byte() // playernum
write_short() // sprite modelindex
write_byte() // count
write_byte() // variance 0 = no variance in size 10 = 10% variance in size
message_end()
//-----------------------------------------------------------------------------
#define TE_PARTICLEBURST  122   // very similar to lavasplash.

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // origin
write_short() // radius
write_byte() // particle color
write_byte() // duration * 10 will be randomized a bit
message_end()
//-----------------------------------------------------------------------------
#define TE_FIREFIELD      123   // makes a field of fire.

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // origin
write_short() // radius fire is made in a square around origin. -radius, -radius to radius, radius
write_short() // modelindex
write_byte() // count
write_byte() // flags
write_byte() // duration in seconds * 10 will be randomized a bit
message_end()

//to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT  1  //all sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT 2  //some of the sprites will drift upwards. 50% chance
#define TEFIRE_FLAG_LOOP    4  //if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA   8  //if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR    16  //if set, all fire sprites have same initial Z instead of randomly filling a cube.
//an example of how the flags look: write_byte(TEFIRE_FLAG_LOOP|TEFIRE_FLAG_SOMEFLOAT|TEFIRE_FLAG_ALPHA)
//-----------------------------------------------------------------------------
#define TE_PLAYERATTACHMENT     124 // attaches a TENT to a player this is a high-priority tent

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_byte() // entity index of player
write_coord() // vertical offset  attachment origin.z = player origin.z + vertical offset
write_short() // model index
write_short() // life * 10
message_end()
//-----------------------------------------------------------------------------
#define TE_KILLPLAYERATTACHMENTS  125 // will expire all TENTS attached to a player.

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_byte() // entity index of player
message_end()
//-----------------------------------------------------------------------------
#define TE_MULTIGUNSHOT       126 // much more compact shotgun message
//This message is used to make a client approximate a 'spray' of gunfire.
//Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
//a good candidate for MULTIGUNSHOT use. shotguns
//
//NOTE: This effect makes the client do traces for each bullet, these client traces ignore
//      entities that have studio models.Traces are 4096 long.

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // origin
write_coord()
write_coord()
write_coord() // direction
write_coord()
write_coord()
write_coord() // x noise * 100
write_coord() // y noise * 100
write_byte() // count
write_byte() // bullethole decal texture index
message_end()
//-----------------------------------------------------------------------------
#define TE_USERTRACER       127 // larger message than the standard tracer, but allows some customization.

message_begin(MSG_ ,SVC_TEMPENTITY//message begin
write_byte(TE_)
write_coord() // origin
write_coord()
write_coord()
write_coord() // velocity
write_coord()
write_coord()
write_byte() //  life * 10
write_byte() //  color  this is an index into an array of color vectors in the engine. 0 -
write_byte() //  length * 10
message_end() 
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Last edited by eXacT; 08-22-2009 at 17:09. Reason: ;
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gladius
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Old 08-22-2009 , 17:15   Re: [ES][TUT] TempEntity Messages Ids
#2

podrias traducirlo para aquella gente que no entienda ingles
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eXacT
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Old 08-22-2009 , 17:17   Re: [ES][TUT] TempEntity Messages Ids
#3

Quote:
Originally Posted by gladius View Post
podrias traducirlo para aquella gente que no entienda ingles
en todo caso lo unico qe habria qe traducir serian las acotaciones qe estan en

// bla bla bla

no ?

mmm mira no lo traje para traducir, sino para alcansarselo a aquellos qe no sepan qe TE Id usar para X cosa por ahora, mas adelante veo si lo tradusco ;D

Gracias
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Last edited by eXacT; 08-22-2009 at 17:18. Reason: aasd
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Alucard^
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Old 08-22-2009 , 17:46   Re: [ES][TUT] TempEntity Messages Ids
#4

Ya esta puesto dentro de la Recopilacion de tutoriales xd
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IneedHelp
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Old 08-22-2009 , 17:54   Re: [ES][TUT] TempEntity Messages Ids
#5

message_const.inc

:\
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lucas_7_94
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Join Date: Mar 2009
Location: Argentina
Old 08-22-2009 , 17:59   Re: [ES][TUT] TempEntity Messages Ids
#6

Quote:
Originally Posted by vittu View Post
Correction to Glow Sprite:
Code:
#define TE_GLOWSPRITE   23    //creates a glowing sprite
 
message_begin(MSG_ ,SVC_TEMPENTITY) //message begin
write_byte(TE_)
write_coord()    // position
write_coord()
write_coord()
write_short()    // model index
write_byte()    // life in 0.1's
write_byte()    //scale in 0.1's
write_byte()    //brightness
message_end()
I believe life and scale are in 10ths but not sure...
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Phant
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Location: New Jersey
Old 01-03-2010 , 21:15   Re: [ES][TUT] TempEntity Messages Ids
#7

I add global entity in map:
Code:
new entity = create_entity("cycler_sprite")
entity_set_origin(entity, Float:{0.0, 0.0, 0.0})
entity_set_model(entity, "models/model.mdl")
entity_set_int(entity, EV_INT_skin, 0)
entity_set_int(entity, EV_INT_rendermode, kRenderTransAdd)
entity_set_int(entity, EV_INT_renderfx, kRenderFxNone)
entity_set_float(entity, EV_FL_renderamt, 180.0)
Can u help me to convert this entity in TempEntity? I must use it (?):
Code:
#define TE_SPRAY      120   // Throws a shower of sprites or models

message_begin(MSG_ ,SVC_TEMPENTITY) //message begin
write_byte(TE_)
write_coord() // position
write_coord()
write_coord()
write_coord() // direction
write_coord()
write_coord()
write_short() // modelindex
write_byte() // count
write_byte() // speed
write_byte() // noise
write_byte() // rendermode
message_end()
And how to delete TempEntity? Thanks & Sorry!

Last edited by Phant; 01-03-2010 at 21:19.
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Arkshine
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Join Date: Oct 2005
Old 01-04-2010 , 08:12   Re: [ES][TUT] TempEntity Messages Ids
#8

You can't.
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Don.Argentino
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Join Date: Dec 2009
Old 01-04-2010 , 09:01   Re: [ES][TUT] TempEntity Messages Ids
#9

Traducilo xq si no es al pedo -.-
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MouseSplash!
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Old 01-04-2010 , 11:06   Re: [ES][TUT] TempEntity Messages Ids
#10

yo no entendi ni mandrake XD
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