TE BEAMFOLLOW
Revision as of 21:41, 12 April 2025 by 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...")
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
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