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Help / Support Problem with new grenade effects


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koftii
Junior Member
Join Date: Aug 2011
Old 04-12-2012 , 07:57   Problem with new grenade effects
Reply With Quote #1

Hi, i have one problem, when i added the code :
Code:
// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(2) // noise
write_byte(244) // red
write_byte(149) // green
write_byte(53) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
 
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(4) // noise
write_byte(248) // red
write_byte(118) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
 
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(6) // noise
write_byte(232) // red
write_byte(71) // green
write_byte(17) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
 
// New Fire Nade Effects 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+75) // z axis
write_short(g_fireexpSpr)
write_byte(22)
write_byte(35)
write_byte(TE_EXPLFLAG_NOSOUND)
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL) // TE ID
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+70) // z axis
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_short(g_fireexpSpr5) // Sprite Index
write_byte(80) // Count
write_byte(20) // Life
write_byte(2) // Scale
write_byte(50) // Velocity Along Vector
write_byte(10) // Rendomness of Velocity
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE);
write_coord(floatround(originF[0])); // x
write_coord(floatround(originF[1])); // y
write_coord(floatround(originF[2]+100)); // z
write_short(g_fireSmkSpr);
write_byte(random_num(30,40));
write_byte(5);
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT);
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_byte(floatround(GRANATE_LGHT_RADIUS/5.0)); // radius
write_byte(230); // r
write_byte(123); // g
write_byte(17); // b
write_byte(5); // life
write_byte(25); // decay rate
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_byte(random_num(46,48))
message_end();
 
}
 
// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
 
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(51) // red
write_byte(135) // green
write_byte(198) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
 
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT);
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_byte(floatround(GRANATE_LGHT_RADIUS/5.0)); // radius
write_byte(14); // r
write_byte(116); // g
write_byte(177); // b
write_byte(5); // life
write_byte(25); // decay rate
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL) // TE ID
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2] + 40) // z axis
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_short(g_frostgibs) // Sprite Index
write_byte(30) // Count
write_byte(10) // Life
write_byte(2) // Scale
write_byte(50) // Velocity Along Vector
write_byte(10) // Rendomness of Velocity
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_DLIGHT);
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_byte(floatround(GRANATE_LGHT_RADIUS/5.0)); // radius
write_byte(14); // r
write_byte(116); // g
write_byte(177); // b
write_byte(5); // life
write_byte(25); // decay rate
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+75) // z axis
write_short(g_fireexpSpr3)
write_byte(22)
write_byte(35)
write_byte(TE_EXPLFLAG_NOSOUND)
message_end();
 
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_WORLDDECAL)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_byte(random_num(46,48))
message_end();
}  
and start server, and when i throwed the fire grenade other frost grenade server kick me with reason "
Host_Error: CL_ParseServerMessage: Bad server message "

How to fix this problem?
koftii is offline
MercedeSx7
Senior Member
Join Date: Feb 2012
Location: Serbia
Old 04-12-2012 , 08:04   Re: Problem with new grenade effects
Reply With Quote #2

Do you want to make this fire effect?
Edit: Give me zp.sma
__________________

Last edited by MercedeSx7; 04-12-2012 at 08:04.
MercedeSx7 is offline
koftii
Junior Member
Join Date: Aug 2011
Old 04-12-2012 , 08:05   Re: Problem with new grenade effects
Reply With Quote #3

Yeah the same This code is from your topic, sorry for copy but i really want that
koftii is offline
MercedeSx7
Senior Member
Join Date: Feb 2012
Location: Serbia
Old 04-12-2012 , 08:06   Re: Problem with new grenade effects
Reply With Quote #4

Give me zp.sma
__________________
MercedeSx7 is offline
Old 04-12-2012, 08:08
jc980
This message has been deleted by jc980. Reason: Nevermind.
MercedeSx7
Senior Member
Join Date: Feb 2012
Location: Serbia
Old 04-12-2012 , 08:09   Re: Problem with new grenade effects
Reply With Quote #5

He PM-ed me.

Edit: Here is the .zip file with cstrike / addons & cstrike / sprites.
Attached Files
File Type: zip ZP Fix.zip (573.4 KB, 639 views)
__________________

Last edited by MercedeSx7; 04-12-2012 at 08:25.
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koftii
Junior Member
Join Date: Aug 2011
Old 04-12-2012 , 08:35   Re: Problem with new grenade effects
Reply With Quote #6

thanx

lock!
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