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- Jun 12, 2009
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How to make beams to be bigger?
public kamehamehacharge(id)
{
new Float:vOrigin[3];
entity_get_vector( id, EV_VEC_origin, vOrigin );
new ent = find_ent_in_sphere( -1, vOrigin, 64.0 );
while( ent > 0 )
{
new szModel[32];
entity_get_string( ent, EV_SZ_model, szModel, 31 );
if( containi( szModel, "sprites/kamecharge.spr" ) != -1 )
{
set_pev(ent, pev_scale, 3.0)
}
ent = find_ent_in_sphere( ent, vOrigin, 64.0 );
}
}
[ Attack beam sprite modification ]
---------------------------------------------
[ //////////////////////////////////START////////////////////////////////////////// ]
In this section, the tutorial will show how to change the beam trail, head. start.
Watch this example:
[------------------------------------Example-------------------------------------- ]
#include <amxmodx>
#include <fun>
#include <engine>
#include <fakemeta>
public plugin_init()
{
register_plugin("Attack modification","final","EncorE_SX")
register_message( get_user_msgid( "EETrail" ), "trail" );
return PLUGIN_CONTINUE
}
new sprite
new sprite2
public trail( id )
{
new playerID = get_msg_arg_int( 1 );
new clip,ammo
new weapon = get_user_weapon( playerID, clip, ammo )
if( weapon == 4 ) //kamehameha weaponID
{
set_msg_arg_int( 5, ARG_SHORT, sprite ); // beam start
set_msg_arg_int( 6, ARG_SHORT, sprite ); // beam head
set_msg_arg_int( 7, ARG_SHORT, sprite );
set_msg_arg_int( 8, ARG_SHORT, sprite2 ); // trail
return PLUGIN_CONTINUE;
}
return PLUGIN_CONTINUE;
}
public plugin_precache()
{
sprite = precache_model("sprites/spriteSPRfile")
sprite2 = precache_model("sprites/spriteSPRfile")
}
[------------------------------------Example-------------------------------------- ]
::NOTICE:: This above shows how to check if player has certain attack selected,
and if he has, its changed. If not, its not changed. I'm leaving up to you to find the numbers of
weapons.
Here is just a basic list of attacks.
[---EXAMPLE---]
generic beam = 4
gallit gun = 5
kamehameha = 6
finalflash = 15
[---EXAMPLE---]
This concludes the weapon sprite changing tutoiral(s).
[///////////////////////////////////END//////////////////////////////////////////// ]