Difference between revisions of "Temp Entity Events (Half-Life 1)"
(Started to add list of HL const.h TempEnts) |
(Added more TE messages (will cont. later)) |
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Sets the type of message the temp entity is transmitted in. | Sets the type of message the temp entity is transmitted in. | ||
− | MSG_ types that can be used for ''dest'' in [http://www.amxmodx.org/funcwiki.php?go=func&id=262 message_begin] are | + | MSG_ types that can be used for ''dest'' field in [http://www.amxmodx.org/funcwiki.php?go=func&id=262 message_begin] are as follows: |
<pre>#define MSG_BROADCAST 0 // unreliable to all | <pre>#define MSG_BROADCAST 0 // unreliable to all | ||
#define MSG_ONE 1 // reliable to one (msg_entity) | #define MSG_ONE 1 // reliable to one (msg_entity) | ||
#define MSG_ALL 2 // reliable to all | #define MSG_ALL 2 // reliable to all | ||
− | #define MSG_INIT | + | #define MSG_INIT 3 // write to the init string |
#define MSG_PVS 4 // Ents in PVS of org | #define MSG_PVS 4 // Ents in PVS of org | ||
#define MSG_PAS 5 // Ents in PAS of org | #define MSG_PAS 5 // Ents in PAS of org | ||
− | #define MSG_PVS_R | + | #define MSG_PVS_R 6 // Reliable to PVS |
− | #define MSG_PAS_R | + | #define MSG_PAS_R 7 // Reliable to PAS |
#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped) | #define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped) | ||
− | #define MSG_SPEC | + | #define MSG_SPEC 9 // Sends to all spectator proxies</pre> |
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|nowrap="1"| R G B | |nowrap="1"| R G B | ||
|nowrap="1"| 255 255 255 | |nowrap="1"| 255 255 255 | ||
− | |The color of the beam in the | + | |The color of the beam in the RGB triplet value |
|- | |- | ||
|nowrap="1"| Brightness | |nowrap="1"| Brightness | ||
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=== Format === | === Format === | ||
− | <pre>#define TE_BEAMPOINTS 0 // beam effect between two points | + | <pre>#define TE_BEAMPOINTS 0 // beam effect between two points |
− | message_begin(MSG_ ,SVC_TEMPENTITY) // message begin | + | message_begin(MSG_ ,SVC_TEMPENTITY) // message begin |
− | write_byte(TE_BEAMPOINTS) | + | write_byte(TE_BEAMPOINTS) |
− | write_coord() // start position | + | write_coord() // start position |
− | write_coord() | + | write_coord() |
− | write_coord() | + | write_coord() |
− | write_coord() // end position | + | write_coord() // end position |
− | write_coord() | + | write_coord() |
− | write_coord() | + | write_coord() |
− | write_short() // sprite index | + | write_short() // sprite index |
− | write_byte() // starting frame | + | write_byte() // starting frame |
− | write_byte() // frame rate in 0.1's | + | write_byte() // frame rate in 0.1's |
− | write_byte() // life in 0.1's | + | write_byte() // life in 0.1's |
− | write_byte() // line width in 0.1's | + | write_byte() // line width in 0.1's |
− | write_byte() // noise amplitude in 0.01's | + | write_byte() // noise amplitude in 0.01's |
− | write_byte() // Red | + | write_byte() // Red |
− | write_byte() // Green | + | write_byte() // Green |
− | write_byte() // Blue | + | write_byte() // Blue |
write_byte() // brightness | write_byte() // brightness | ||
− | write_byte() // scroll speed in 0.1's | + | write_byte() // scroll speed in 0.1's |
message_end()</pre> | message_end()</pre> | ||
Line 125: | Line 125: | ||
|- style="background:#efefef;" | |- style="background:#efefef;" | ||
! Option || Range || Default || Description | ! Option || Range || Default || Description | ||
+ | |- | ||
+ | |nowrap="1"| Start Entity | ||
+ | |nowrap="1"| ID of Entity | ||
+ | |nowrap="1"| Primary entity id | ||
+ | |Starting point of the beam from the id's origin | ||
+ | |- | ||
+ | |nowrap="1"| End | ||
+ | |nowrap="1"| X Y Z (coords) | ||
+ | |nowrap="1"| Origin of secondary entity, or 0 0 0 | ||
+ | |Ending point of the beam | ||
+ | |- | ||
+ | |nowrap="1"| Sprite | ||
+ | |nowrap="1"| sprite path | ||
+ | |nowrap="1"| "sprites/laserbeam.spr" | ||
+ | |The sprite to use in the beam | ||
+ | |- | ||
+ | |nowrap="1"| FrameStart | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 0 | ||
+ | |The frame to start with in the sprite | ||
+ | |- | ||
+ | |nowrap="1"| FrameRate | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 0 | ||
+ | |The frame rate to show the sprite at, in 0.1s (10 = 1 fps) | ||
+ | |- | ||
+ | |nowrap="1"| Life | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 50 | ||
+ | |The length of time the beam shall remain, in 0.1s (50 = 5 seconds) | ||
+ | |- | ||
+ | |nowrap="1"| Width | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 10 | ||
+ | |The width of the beam in 0.1s | ||
+ | |- | ||
+ | |nowrap="1"| Noise | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 10 | ||
+ | |The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s | ||
+ | |- | ||
+ | |nowrap="1"| Color | ||
+ | |nowrap="1"| R G B | ||
+ | |nowrap="1"| 255 255 255 | ||
+ | |The color of the beam in the RGB triplet value | ||
+ | |- | ||
+ | |nowrap="1"| Brightness | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 127 | ||
+ | |The brightness of the beam | ||
+ | |- | ||
+ | |nowrap="1"| Scroll | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 0 | ||
+ | |The scroll speed of the beam, in 0.1s (??) | ||
|} | |} | ||
=== Format === | === Format === | ||
− | <pre> | + | <pre>#define TE_BEAMENTPOINT 1 // beam effect between point and entity |
− | </pre> | + | |
+ | message_begin(MSG_ ,SVC_TEMPENTITY) // message begin | ||
+ | write_byte(TE_BEAMENTPOINT) | ||
+ | write_short() // start entity | ||
+ | write_coord() // end position | ||
+ | write_coord() | ||
+ | write_coord() | ||
+ | write_short() // sprite index | ||
+ | write_byte() // starting frame | ||
+ | write_byte() // frame rate in 0.1's | ||
+ | write_byte() // life in 0.1's | ||
+ | write_byte() // line width in 0.1's | ||
+ | write_byte() // noise amplitude in 0.01's | ||
+ | write_byte() // Red | ||
+ | write_byte() // Green | ||
+ | write_byte() // Blue | ||
+ | write_byte() // brightness | ||
+ | write_byte() // scroll speed in 0.1's | ||
+ | message_end()</pre> | ||
+ | |||
+ | |||
+ | |||
+ | == 2: TE_GUNSHOT == | ||
+ | Creates a particle effect plus a ricochet sound. | ||
+ | |||
+ | |||
+ | === Options === | ||
+ | {| border="1" cellpadding="5" | ||
+ | |- style="background:#efefef;" | ||
+ | ! Option || Range || Default || Description | ||
+ | |- | ||
+ | |nowrap="1"| Pos | ||
+ | |nowrap="1"| X Y Z (coords) | ||
+ | |nowrap="1"| Origin of primary entity, or 0 0 0 | ||
+ | |Position of the gunshot effect | ||
+ | |} | ||
+ | |||
+ | |||
+ | === Format === | ||
+ | <pre>#define TE_GUNSHOT 2 // particle effect plus ricochet sound | ||
+ | |||
+ | message_begin(MSG_ ,SVC_TEMPENTITY) // message begin | ||
+ | write_byte(TE_GUNSHOT) | ||
+ | write_coord() // start position | ||
+ | write_coord() | ||
+ | write_coord() | ||
+ | message_end()</pre> | ||
+ | |||
+ | |||
+ | |||
+ | == 3: TE_EXPLOSION == | ||
+ | Creates an additive sprite, 2 dynamic lights, flickering particles, explosion sound, and moves the sprite vertically. | ||
+ | |||
+ | |||
+ | === Options === | ||
+ | {| border="1" cellpadding="5" | ||
+ | |- style="background:#efefef;" | ||
+ | ! Option || Range || Default || Description | ||
+ | |- | ||
+ | |nowrap="1"| Pos | ||
+ | |nowrap="1"| X Y Z (coords) | ||
+ | |nowrap="1"| Origin of primary entity, or 0 0 0 | ||
+ | |Position of the explosion effect | ||
+ | |- | ||
+ | |nowrap="1"| Sprite | ||
+ | |nowrap="1"| sprite path | ||
+ | |nowrap="1"| "sprites/zerogxplode.spr" | ||
+ | |The additive sprite to use in the explosion | ||
+ | |- | ||
+ | |nowrap="1"| Scale | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 1 | ||
+ | |The scale of the sprite in the explosion, in 0.1s | ||
+ | |- | ||
+ | |nowrap="1"| FrameRate | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 0 | ||
+ | |The frame rate to show the sprite at, in 0.1s (10 = 1 fps) | ||
+ | |- | ||
+ | |nowrap="1"| Flags | ||
+ | |nowrap="1"| 0-15 | ||
+ | |nowrap="1"| 0 | ||
+ | |Sets flags for the explosion, you may also add these together: | ||
+ | *0: Default Half-Life explosion | ||
+ | *1: Sprite will be drawn opaque | ||
+ | *2: Do not render the dynamic lights | ||
+ | *4: Do not play the explosion sound | ||
+ | *8: Do not draw the particles | ||
+ | |} | ||
+ | |||
+ | |||
+ | === Format === | ||
+ | <pre>#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps | ||
+ | |||
+ | message_begin(MSG_ ,SVC_TEMPENTITY) // message begin | ||
+ | write_byte(TE_EXPLOSION) | ||
+ | write_coord() // start position | ||
+ | write_coord() | ||
+ | write_coord() | ||
+ | write_short() // sprite index | ||
+ | write_byte() // scale in 0.1's | ||
+ | write_byte() // framerate | ||
+ | write_byte() // flags | ||
+ | message_end()</pre> | ||
+ | |||
+ | |||
+ | |||
+ | == 4: TE_TAREXPLOSION == | ||
+ | Creates the Quake 'tar' explosion. | ||
+ | |||
+ | |||
+ | === Options === | ||
+ | {| border="1" cellpadding="5" | ||
+ | |- style="background:#efefef;" | ||
+ | ! Option || Range || Default || Description | ||
+ | |- | ||
+ | |nowrap="1"| Pos | ||
+ | |nowrap="1"| X Y Z (coords) | ||
+ | |nowrap="1"| Origin of primary entity, or 0 0 0 | ||
+ | |Position of the effect | ||
+ | |} | ||
+ | |||
+ | |||
+ | === Format === | ||
+ | <pre>#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound | ||
+ | |||
+ | message_begin(MSG_ ,SVC_TEMPENTITY) // message begin | ||
+ | write_byte(TE_TAREXPLOSION) | ||
+ | write_coord() // start position | ||
+ | write_coord() | ||
+ | write_coord() | ||
+ | message_end()</pre> | ||
+ | |||
+ | |||
+ | |||
+ | == 5: TE_SMOKE == | ||
+ | Creates a rising alphablend sprite at 30 pps. | ||
+ | |||
+ | |||
+ | === Options === | ||
+ | {| border="1" cellpadding="5" | ||
+ | |- style="background:#efefef;" | ||
+ | ! Option || Range || Default || Description | ||
+ | |- | ||
+ | |nowrap="1"| Pos | ||
+ | |nowrap="1"| X Y Z (coords) | ||
+ | |nowrap="1"| Origin of primary entity, or 0 0 0 | ||
+ | |Position of the smoke effect | ||
+ | |- | ||
+ | |nowrap="1"| Sprite | ||
+ | |nowrap="1"| sprite path | ||
+ | |nowrap="1"| "sprites/steam1.spr" | ||
+ | |The alphablend sprite to use for smoke | ||
+ | |- | ||
+ | |nowrap="1"| Scale | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 1 | ||
+ | |The scale of the smoke, in 0.1s | ||
+ | |- | ||
+ | |nowrap="1"| FrameRate | ||
+ | |nowrap="1"| 0-255 | ||
+ | |nowrap="1"| 0 | ||
+ | |The frame rate to show the sprite at | ||
+ | |} | ||
+ | |||
+ | |||
+ | === Format === | ||
+ | <pre>#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps | ||
+ | |||
+ | message_begin(MSG_ ,SVC_TEMPENTITY) // message begin | ||
+ | write_byte(TE_SMOKE) | ||
+ | write_coord() // start position | ||
+ | write_coord() | ||
+ | write_coord() | ||
+ | write_short() // sprite index | ||
+ | write_byte() // scale in 0.1's | ||
+ | write_byte() // framerate | ||
+ | message_end()</pre> | ||
+ | |||
+ | TO DO: Add rest of TempEnts | ||
[[Category:Half-Life 1]] | [[Category:Half-Life 1]] | ||
[[Category:Scripting (AMX Mod X)]] | [[Category:Scripting (AMX Mod X)]] |
Revision as of 22:55, 1 February 2006
Add Main Description Here.
Contents
Message Types
Sets the type of message the temp entity is transmitted in.
MSG_ types that can be used for dest field in message_begin are as follows:
#define MSG_BROADCAST 0 // unreliable to all #define MSG_ONE 1 // reliable to one (msg_entity) #define MSG_ALL 2 // reliable to all #define MSG_INIT 3 // write to the init string #define MSG_PVS 4 // Ents in PVS of org #define MSG_PAS 5 // Ents in PAS of org #define MSG_PVS_R 6 // Reliable to PVS #define MSG_PAS_R 7 // Reliable to PAS #define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped) #define MSG_SPEC 9 // Sends to all spectator proxies
TempEnt Events
Add Description Here.
0: TE_BEAMPOINTS
Creates a beam between two points.
Options
Option | Range | Default | Description |
---|---|---|---|
Start | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Starting point of the beam |
End | X Y Z (coords) | Origin of secondary entity, or 0 0 0 | Ending point of the beam |
Sprite | sprite path | "sprites/laserbeam.spr" | The sprite to use in the beam |
FrameStart | 0-255 | 0 | The frame to start with in the sprite |
FrameRate | 0-255 | 0 | The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
Life | 0-255 | 50 | The length of time the beam shall remain, in 0.1s (50 = 5 seconds) |
Width | 0-255 | 10 | The width of the beam in 0.1s |
Noise | 0-255 | 10 | The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s |
Color | R G B | 255 255 255 | The color of the beam in the RGB triplet value |
Brightness | 0-255 | 127 | The brightness of the beam |
Scroll | 0-255 | 0 | The scroll speed of the beam, in 0.1s (??) |
Format
#define TE_BEAMPOINTS 0 // beam effect between two points message_begin(MSG_ ,SVC_TEMPENTITY) // message begin write_byte(TE_BEAMPOINTS) write_coord() // start position write_coord() write_coord() write_coord() // end position write_coord() write_coord() write_short() // sprite index write_byte() // starting frame write_byte() // frame rate in 0.1's write_byte() // life in 0.1's write_byte() // line width in 0.1's write_byte() // noise amplitude in 0.01's write_byte() // Red write_byte() // Green write_byte() // Blue write_byte() // brightness write_byte() // scroll speed in 0.1's message_end()
1: TE_BEAMENTPOINT
Creates a beam between the primary entity and a point.
Options
Option | Range | Default | Description |
---|---|---|---|
Start Entity | ID of Entity | Primary entity id | Starting point of the beam from the id's origin |
End | X Y Z (coords) | Origin of secondary entity, or 0 0 0 | Ending point of the beam |
Sprite | sprite path | "sprites/laserbeam.spr" | The sprite to use in the beam |
FrameStart | 0-255 | 0 | The frame to start with in the sprite |
FrameRate | 0-255 | 0 | The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
Life | 0-255 | 50 | The length of time the beam shall remain, in 0.1s (50 = 5 seconds) |
Width | 0-255 | 10 | The width of the beam in 0.1s |
Noise | 0-255 | 10 | The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s |
Color | R G B | 255 255 255 | The color of the beam in the RGB triplet value |
Brightness | 0-255 | 127 | The brightness of the beam |
Scroll | 0-255 | 0 | The scroll speed of the beam, in 0.1s (??) |
Format
#define TE_BEAMENTPOINT 1 // beam effect between point and entity message_begin(MSG_ ,SVC_TEMPENTITY) // message begin write_byte(TE_BEAMENTPOINT) write_short() // start entity write_coord() // end position write_coord() write_coord() write_short() // sprite index write_byte() // starting frame write_byte() // frame rate in 0.1's write_byte() // life in 0.1's write_byte() // line width in 0.1's write_byte() // noise amplitude in 0.01's write_byte() // Red write_byte() // Green write_byte() // Blue write_byte() // brightness write_byte() // scroll speed in 0.1's message_end()
2: TE_GUNSHOT
Creates a particle effect plus a ricochet sound.
Options
Option | Range | Default | Description |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the gunshot effect |
Format
#define TE_GUNSHOT 2 // particle effect plus ricochet sound message_begin(MSG_ ,SVC_TEMPENTITY) // message begin write_byte(TE_GUNSHOT) write_coord() // start position write_coord() write_coord() message_end()
3: TE_EXPLOSION
Creates an additive sprite, 2 dynamic lights, flickering particles, explosion sound, and moves the sprite vertically.
Options
Option | Range | Default | Description |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the explosion effect |
Sprite | sprite path | "sprites/zerogxplode.spr" | The additive sprite to use in the explosion |
Scale | 0-255 | 1 | The scale of the sprite in the explosion, in 0.1s |
FrameRate | 0-255 | 0 | The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
Flags | 0-15 | 0 | Sets flags for the explosion, you may also add these together:
|
Format
#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps message_begin(MSG_ ,SVC_TEMPENTITY) // message begin write_byte(TE_EXPLOSION) write_coord() // start position write_coord() write_coord() write_short() // sprite index write_byte() // scale in 0.1's write_byte() // framerate write_byte() // flags message_end()
4: TE_TAREXPLOSION
Creates the Quake 'tar' explosion.
Options
Option | Range | Default | Description |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the effect |
Format
#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound message_begin(MSG_ ,SVC_TEMPENTITY) // message begin write_byte(TE_TAREXPLOSION) write_coord() // start position write_coord() write_coord() message_end()
5: TE_SMOKE
Creates a rising alphablend sprite at 30 pps.
Options
Option | Range | Default | Description |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the smoke effect |
Sprite | sprite path | "sprites/steam1.spr" | The alphablend sprite to use for smoke |
Scale | 0-255 | 1 | The scale of the smoke, in 0.1s |
FrameRate | 0-255 | 0 | The frame rate to show the sprite at |
Format
#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps message_begin(MSG_ ,SVC_TEMPENTITY) // message begin write_byte(TE_SMOKE) write_coord() // start position write_coord() write_coord() write_short() // sprite index write_byte() // scale in 0.1's write_byte() // framerate message_end()
TO DO: Add rest of TempEnts