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  1. W

    [Q] How does the ECX RC2 attack charge work?

    I don't really care about the lag, I just want my sprite to actually spawn into the character's hands. I've tried many ways I could think of, searched whole alliedmods forums for help but nothing.The EETrail message changes the existing weapon sprites and all that. I tried setting sprite origin...
  2. W

    [Q] How does the ECX RC2 attack charge work?

    Wait what? How come it is not a number, last time I checked this function parameters which was a minute ago it's a number engfunc(EngFunc_GetBonePosition, ENTITY, BONE_NUMBER, Float:bone_origin[3], Float:bone_angles[3])
  3. W

    [Q] How does the ECX RC2 attack charge work?

    The correct bone I checked in HLMV of my model was 12 engfunc( EngFunc_GetBonePosition, Client, 12, Origin, Angles ); set_pev( KameEnt[ Client ], pev_origin, Origin ); set_pev( KameEnt[ Client ], pev_angles, Angles ); And it still doesn't spawn there.
  4. W

    [Q] How does the ECX RC2 attack charge work?

    Bind to a bone? How can I bind it? I've tried setting it's origin but it didn't work well also. edit: you mean like keep updating it's origin maybe? Still didn't put into the right place tho.
  5. W

    [Q] How does the ECX RC2 attack charge work?

    I've made this code to actually spawn the charge into the player's attachment origins which are coded in the model but the entities or entity doesn't spawn into the exact origin they should.So how does the ecx rc2 charge works? Was trigonometry used a lot or is it even needed? new...
  6. W

    setting origin from angle.. (kinda)

    Well, I've got this to work, but the question still stands, how do I get the correct offsets from angles? (vec normalizing returns something now below 1)
  7. W

    setting origin from angle.. (kinda)

    Well, it does return something, I haven't tried tried debugging if the vec direction is alright. I've tried calculating the normalized vec myself, using xs_vec_normalize formulas in XS.inc file, It calculates fine for me, but it doesn't in the script.
  8. W

    Battlefield 3 is offiically ruined now; mod tools released.

    What section? I went through them, didn't see a single topic
  9. W

    Battlefield 3 is offiically ruined now; mod tools released.

    Seriously? Shouldn't it be moddable like in BF2? Servers wouldn't read their modified game information? How come nobody is bi**hing yet in the Battlelog forums?
  10. W

    setting origin from angle.. (kinda)

    static Float:aim[3],Float:vec[3],Float:endvec[3],Float:origin[3]; fm_get_aim_origin( id, aim ); pev(id,pev_origin, origin ); client_print(id,print_chat,"origin %0.f %0.f %0.f",origin[0],origin[1],origin[2]); xs_vec_sub(aim,origin, vec ); client_print(id,print_chat,"vec...
  11. W

    setting origin from angle.. (kinda)

    Basically, I'm trying to create a charge sprite in the player's hands, but I can create it in his hands only when his angle is 0 (thats how i got the offsets in the first place), When player's angle isn't 0, with those offsets it will create somewhere behind him/other side of player and etc.
  12. W

    setting origin from angle.. (kinda)

    His guess is correct :D
  13. W

    setting origin from angle.. (kinda)

    Well, I'm trying to set the sprites origin in the players hands using the players facing angle to PUT it in there, but I can't get the formula to do it >:( I've tried some of my past used formulas in .AMX where I used to create an explosion infront of player in any angle he turns new...
  14. W

    receiving specific pdata from player

    Oh, I see, silly me, hehehe:) EDIT3: NVM
  15. W

    receiving specific pdata from player

    Hmm, I've tried using this, but it returns 0 - it doesn't apply the effect, why?
  16. W

    receiving specific pdata from player

    Hello, could anyone tell me how could I form such a function to retrieve current pdata in action from player. i.e: set_pdata_int(client,the number,value) the number is what I need to get, and the only way I can get it is to either test from 0 500+ and keep checking whether its correct, or...
  17. W

    implenting beam attacks in SX

    Darn, I'm really confused, using setClientANIMATION makes the animation loop from beginning to the end all the time, using entity_set_int and floats doesn't do anything and keeps printing frames going up to 255 which is not logical at all, can I make the person do the animation only once? I have...
  18. W

    implenting beam attacks in SX

    You don't really need to, already done it, perfectly working. Thanks :)
  19. W

    implenting beam attacks in SX

    Awesome, does this message type has an accessible explanation in include files so I wouldn't be just searching for a ghost? Edit: Think I found it :)
  20. W

    implenting beam attacks in SX

    I've made the charge bar myself, how could I attach it to player's screen so it would prevent its size going up and down as the player rotates..
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