Difference between revisions of "TE BEAMFOLLOW"

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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]]
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[[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
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* <code>CBaseEntity@ target</code> Entity target for the beam to follow
* string sprite Sprite used to display the beam
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* <code>string sprite</code> Sprite used to display the beam
* uint8 life Time before the trail fades out (seconds * 0.1)
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* <code>uint8 life</code> Time before the trail fades out (seconds * 0.1)
* uint8 width Width of the beam (units * 0.1)
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* <code>uint8 width</code> Width of the beam (units * 0.1)
* int attachmentpoint attachment point on the model to attach the beam
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* <code>int attachmentpoint</code> attachment point on the model to attach the beam
* RGBA c Color and brightness of the beam
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* <code>RGBA c</code> Color and brightness of the beam
 
[[Category:Scripting]]
 
[[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.

TE_BEAMFOLLOW
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 follow
  • string sprite Sprite used to display the beam
  • uint8 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 beam
  • RGBA c Color and brightness of the beam