Difference between revisions of "TE BEAMFOLLOW"
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Outerbeast (talk | contribs) (Created page with "A beam trail that follows a moving entity. The trail will kill itself if the entity is stopped and doesn't start moving within 1 second, or if the beam catches up with itself...") |
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A beam trail that follows a moving entity. The trail will kill itself if the entity is stopped and doesn't start moving within 1 second, or if the beam catches up with itself after the entity has stopped moving. | A beam trail that follows a moving entity. The trail will kill itself if the entity is stopped and doesn't start moving within 1 second, or if the beam catches up with itself after the entity has stopped moving. | ||
− | [[File:TE_BEAMFOLLOW|frame|TE_BEAMFOLLOW]] | + | [[File:TE_BEAMFOLLOW.gif|frame|TE_BEAMFOLLOW]] |
<pre> | <pre> | ||
void te_trail(CBaseEntity@ target, string sprite="sprites/laserbeam.spr", | void te_trail(CBaseEntity@ target, string sprite="sprites/laserbeam.spr", | ||
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</pre> | </pre> | ||
− | * CBaseEntity@ target Entity target for the beam to follow | + | * <code>CBaseEntity@ target</code> Entity target for the beam to follow |
− | * string sprite Sprite used to display the beam | + | * <code>string sprite</code> Sprite used to display the beam |
− | * uint8 life Time before the trail fades out (seconds * 0.1) | + | * <code>uint8 life</code> Time before the trail fades out (seconds * 0.1) |
− | * uint8 width Width of the beam (units * 0.1) | + | * <code>uint8 width</code> Width of the beam (units * 0.1) |
− | * int attachmentpoint attachment point on the model to attach the beam | + | * <code>int attachmentpoint</code> attachment point on the model to attach the beam |
− | * RGBA c Color and brightness of the beam | + | * <code>RGBA c</code> Color and brightness of the beam |
+ | [[Category:Scripting]] |
Latest revision as of 21:43, 12 April 2025
A beam trail that follows a moving entity. The trail will kill itself if the entity is stopped and doesn't start moving within 1 second, or if the beam catches up with itself after the entity has stopped moving.
void te_trail(CBaseEntity@ target, string sprite="sprites/laserbeam.spr", uint8 life=100, uint8 width=2, int attachmentpoint = 0, RGBA c=RGBA_PURPLE, NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null) { NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest); m.WriteByte(TE_BEAMFOLLOW); m.WriteShort(target.entindex() + 0x1000 * ( attachmentpoint + 1 ) ); m.WriteShort(g_EngineFuncs.ModelIndex(sprite)); m.WriteByte(life); m.WriteByte(width); m.WriteByte(c.r); m.WriteByte(c.g); m.WriteByte(c.b); m.WriteByte(c.a); m.End(); }
CBaseEntity@ target
Entity target for the beam to followstring sprite
Sprite used to display the beamuint8 life
Time before the trail fades out (seconds * 0.1)uint8 width
Width of the beam (units * 0.1)int attachmentpoint
attachment point on the model to attach the beamRGBA c
Color and brightness of the beam