message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_ELIGHT)
write_short(id) <--- 唔通係e個錯?
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_coord(1000)
write_byte(get_pcvar_num(cvar_nvg_zombie_color[0])) // r
write_byte(get_pcvar_num(cvar_nvg_zombie_color[1])) // g
write_byte(get_pcvar_num(cvar_nvg_zombie_color[2])) // b
write_byte(2) // life
write_byte(0) // decay rate
message_end()作者:
HiNesS 時間: 2012-1-3 11:17 PM 標題: 回覆 #71 zxcvasd2 的帖子
TE_ELIGHT同TE_DLIGHT有咩分別架? 0.0作者:
史來姆 時間: 2012-1-4 12:03 AM
dlight係world effect
elight係單一entity effect
你自己睇nst sma 啦。。。作者:
andyt0621 時間: 2012-1-4 06:18 AM
回覆 #68 史來姆 的帖子
個效果靚..
我戈個淨系用左TE_DLIGHT同ScreenFade
To Zx.
i found the problem..
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_ELIGHT)
write_short(id)
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_coord(1000)
write_byte(get_pcvar_num(cvar_nvg_zombie_color[0])) // r
write_byte(get_pcvar_num(cvar_nvg_zombie_color[1])) // g
write_byte(get_pcvar_num(cvar_nvg_zombie_color[2])) // b
write_byte(2) // life
write_coord(0) // decay rate <-- use this
message_end()
// main settings
shortname = <string> // english name of the weapon
name = <string> // the name of the weapon
gunchange = <integer> // change from which cs weapon
cost = <integer> // how much for the weapon
// other settings
clipmax = <integer> // maximum clip
clipmax2 = <integer> // maximum clip in mode 2
bpammomax = <integer> // maximum backpack ammo
bpammomax2 = <integer> // maximum backpack ammo in mode 2
ammocost = <integer> // cost per pack of bullet
ammocost2 = <integer> // cost per pack of bullet in mode 2
ammobuy = <integer> // amount of bullet per pack
ammobuy2 = <integer> // amount of bullet per pack in mode 2
zoom = <integer> // zoom mode
zoom2 = <integer> // zoom mode in mode 2
gunchange2 = <integer> // change from which cs weapon in mode 2
type = <integer> // weapon type
a_change = <integer> // weapon anim that changing from mode 1 to mode 2
a_change2 = <integer> // weapon anim that changing from mode 2 to mode 1
a_zoom = <integer> // weapon anim that for zooming in
a_zoom2 = <integer> // weapon anim that for zooming in in mode 2
a_fastrun = <integer> // weapon anim that for fastrun
a_fastrun2 = <integer> // weapon anim that for fastrun in mode 2
n_type = <integer> // nade type
auto_type = <integer> // auto mode type
auto_anim = <integer> // auto mode shoot anim
db_type = <integer> // double weapon type
damage = <float> // damage of the weapon
damge2 = <float> // damage of the weapon in mode 2
firerate = <float> // firerate of the weapon (multiplier)
firerate2 = <float> // firerate of the weapon in mode 2 (multiplier)
recoil = <float> // recoil of the weapon (multiplier)
recoil2 = <float> // recoil of the weapon in mode 2 (multiplier)
reloadtime = <float> // reload time of the weapon
reloadtime = <float> // reload time of the weapon in mode 2
walkspeed = <float> // walking speed of the player when using the weapon
walkspeed2 = <float> // walking speed of the player when using the weapon in mode 2
time_zoomin = <float> // time for zooming in (where "zoom" = 4 or 5)
time_zoomin2 = <float> // time for zooming in in mode 2 (where "zoom" = 4 or 5)
time_zoomout = <float> // time for zooming out (where "zoom" = 4 or 5)
time_zoomout2 = <float> // time for zooming out in mode 2 (where "zoom" = 4 or 5)
zoom_firerate = <float> // firerate of the weapon when zoomed (multiplier)
zoom_firerate2 = <float>// firerate of the weapon when zoomed in mode 2 (multiplier)
zoom_recoil = <float> // recoil of the weapon when zoomed (multiplier)
zoom_recoil2 = <float> // recoil of the weapon when zoomed in mode 2(multiplier)
changetime = <float> // time of the weapon for changing from mode 1 to mode 2
changetime2= <float> // time of the weapon for changing from mode 2 to mode 1
n_speed = <float> // nade moving speed
n_gravity = <float> // nade gravity
n_range = <float> // nade explode range
auto_damage = <float> // auto mode damage (multiplier)
auto_firerate = <float> // auto mode firerate (multiplier)
auto_recoil = <float> // auto mode recoil (multiplier)
pmodel = <string> // p_mdl of the weapon (e.g. "models/p_test.mdl")
vmodel = <string> // v_mdl of the weapon (e.g. "models/v_test.mdl")
vmodel2 = <string> // v_mdl of the weapon in mode 2 (e.g. "models/v_test2.mdl")
wmodel = <string> // w_mdl of the weapon (e.g. "models/w_test.mdl")
shootsound = <string> // shooting sound of the weapon (e.g. "weapons/test_shoot.wav")
shootsound2 = <string> // shooting sound of the weapon in mode 2 (e.g. "weapons/test_shoot2.wav")
sightmodel = <string> // v_mdl of the weapon when zoomed (where "zoom" = 5)
// Values of some settings
zoom,zoom2: 0 = no zoom
1 = zoom like AUG
2 = zoom like VSK94
3 = zoom like AWP
4 = for launcher which has special crosshair
5 = zoom like AVA MOD
6 = zoom with sight model
n_type,n_type2: 0 = nothing
1 = with light (sparkling)
2 = with beam follow
3 = with light + beam follow (sparkling)
auto_type: 0 = nothing
1 = auto shoot
2 = super auto shoot