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Const.h Messages Written for AMX


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Prowler
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Join Date: Nov 2004
Old 11-10-2004 , 06:03   Const.h Messages Written for AMX
Reply With Quote #1

Well i spent some time and re-wrote all the const.h SVC_TEMPENTITY messages for direct use with AMX, so all you need to do is copy/paste and then change the bits that need changing.

I will add an example on how to use each on at a later date (or rathe, an example on the ones i know how to use)

Edit(vittu):more info on TempEntity messages - http://www.qlad.net/doc/cmd_TempEnt.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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Kojiro
Junior Member
Join Date: Nov 2004
Old 11-13-2004 , 01:23  
Reply With Quote #2

If you don't mind, could you explain the following in more detail?
Beamtorus
Beamdisks (generall things that take an "axis and radius")
Beamring
DLight (Why do you have to set the size and placement if it effects the world?)
Tents, in general.
Multigunshot (how exactly to use it)

Thanks much.

I'm sure this'll be helpful to everyone (who can make sense of it).
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 02-08-2005 , 03:40  
Reply With Quote #3

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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