TE LIGHTNING
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Simpler version of TE_BEAMPOINTS (fewer parameters).
Note: Implementation of this effect seems to be bit buggy. The effect may not work immediately and some of its properties are affected by other temporary effects. (Try firing gauss gun, hornet gun or displacer, and then create the effect. You will see what I mean...) Use TE_BEAMPOINTS instead.
void te_lightning(Vector start, Vector end, string sprite="sprites/laserbeam.spr", int life=10, int width=32, int noise=1, NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null) { NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest); m.WriteByte(TE_LIGHTNING); m.WriteCoord(start.x); m.WriteCoord(start.y); m.WriteCoord(start.z); m.WriteCoord(end.x); m.WriteCoord(end.y); m.WriteCoord(end.z); m.WriteByte(life); m.WriteByte(width); m.WriteByte(noise); m.WriteShort(g_EngineFuncs.ModelIndex(sprite)); m.End(); }
Type | Name | Description |
---|---|---|
Vector | start | Starting position of the beam |
Vector | end | End position of the beam |
string | sprite | Sprite used to display the beam |
uint8 | life | How long to display the beam (seconds * 0.1) |
uint8 | width | Width of the beam (units * 0.1) |
uint8 | noise | Noise amplitude (units * 0.1) |