blood_sprite Effect
Posted: Fri Dec 05, 2014 7:39 pm
by DJiSer
Old eventscripts est_effect 10 has settable model.
Code: Select all
est_Effect 10 <player Filter> <delay> <model> <origin X Y Z> <direction X Y Z> <Red> <Green> <Blue> <Alpha> <Size>
Creates a Blood Sprite Effect.
Same effect in SP, but without model.
Code: Select all
temp_entities.blood_sprite(filter, delay, org, dir, r, g, b, a, size)
How to set blood_sprite model in SP?
Posted: Fri Dec 05, 2014 8:22 pm
by Ayuto
No, this isn't possible since idk. Orangebox?!
Posted: Fri Dec 05, 2014 9:18 pm
by DJiSer
Sourcemod
est_effect_10 work.
Code: Select all
stock ProcessEffect110(Handle :p ack, String:cFilter[])
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];
ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);
ReadPackString(pack, buffer, sizeof(buffer))
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0]);
effectVector2[1] = StringToFloat(vecExplode[1]);
effectVector2[2] = StringToFloat(vecExplode[2]);
new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new size = StringToInt(buffer);
TE_SetupBloodSprite(effectVector1, effectVector2, colorArray, size, 0, 0) ;
//SprayModel, BloodDropModel)
CloseHandle(pack);
ProcessFilter(cFilter)
}
CS:GO, Windows