blood_sprite Effect

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DJiSer
Junior Member
Posts: 20
Joined: Sat May 10, 2014 2:44 pm

blood_sprite Effect

Postby DJiSer » Fri Dec 05, 2014 7:39 pm

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?
User avatar
Ayuto
Project Leader
Posts: 2195
Joined: Sat Jul 07, 2012 8:17 am
Location: Germany

Postby Ayuto » Fri Dec 05, 2014 8:22 pm

No, this isn't possible since idk. Orangebox?!
DJiSer
Junior Member
Posts: 20
Joined: Sat May 10, 2014 2:44 pm

Postby DJiSer » Fri Dec 05, 2014 9:18 pm

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)
}


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