Tuto publié par Cleaner, le 2006-01-14
Effects
Custom Effects for Version V1.1.0u onwards
ma_effect
The first parameter defines the effect to use. There are 19 effects to choose from
The first 3 effects use the standard interface effects and should be compatbile with all source mods.
The limitation is that you cannot filter who will see the effect.
- Beam
- Smoke
- Sparks
The next group use the temp_ents system that is not exposed typically to a server plugin module and is not guaranteed to work on all source mods.
- Beam Ent Point
- Beam Ents
- Beam Follow
- Beam Points
- Beam Laser
- Beam Ring
- Beam Ring Point
- Dynamic Light
- Explosion
- Glow Sprite
- Funnel
- Metal Sparks
- Show Line
- Smoke
- Sparkes
- Sprite
ma_effect 10 would be for the Beam Ring Point (ma_beacon uses this) ma_effect 3 would be for the Sparks effect (ma_explode uses this)
Filter types for temp_ent type effects.
For effects 4 - 19 a filter must be specified as the next parameter that will define who sees the effect on their screen.
The filter consists of a series of letters and numbers
A = all players see it T = all of team A see it (for CSS team A are Terrorists) C = all of team B see it (for CSS team B are Counter Terrorists) S = all of the spectators see it D = all of the dead players see it E = exclude any dead players from seeing it.
A number can follow which defines the number of user ids to add to the filter. If I specify a number of 2 then the next 2 parameters should contain the user ids of the players who will see the effect.
Examples: -
If I want all dead players to see the effect and 2 extra players: -
ma_effect 10 D2 123 124 (where 123 and 124) are the user ids of the two extra players
If I want all terrorists to see the effect but exclude dead players
ma_effect 5 TE
If I want just three user defined players to see it
ma_effect 10 3 123 124 125 (where 123, 125 and 125 are the user ids of the three players)
The individual effects and their assocated parameters.
Any examples shown are performed on de_dust at CT spawn point and assumes you have the following texturelist.txt file "texturelist.txt"
{
// List textures to be available for custom effects via ma_effect
// The first label is the name you use within the ma_effect command to reference
// the sprite texture, the second is the location of the sprite itself withing /hl2/materials/
// You can view the sprites from the Valve Hammer Editor.
"lightning" "sprites/lgtning.vmt"
"smoke" "sprites/steam1.vmt"
"blueglow" "sprites/blueglow1.vmt"
"crystalbeam" "sprites/crystal_beam1.vmt"
}
The following effect parameters are just a pure interface to the exact effect parameters used within the SDK. When referring to a model name or halo name I mean the alias name you have given the texture within the texturelist.cfg file. If you don't want a model or halo to be used specify the word NULL. For the most part, halo models are not required.
Each parameter has a type which restricts the range of numbers you can use: -
Byte = 0 - 255 Int = -2147483647 to 2147483648 Float = floating point precision
Effect 1 :- Beam
X Y Z - Start position of the beam X Y Z - End position of the beam Model Name Halo Name Frame Start Index - usually 0 (Byte) Frame Rate - Frame rate of the animation of the model (Byte) Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam at the start position (Byte) End Width - Width of the beam at the end position (Byte) Fade Length - Time in seconds of fade out (Byte) Noise - Noise coefficient (Byte) Red - Red component (Usually 255) (Byte) Green - Green component (Usually 255) (Byte) Blue - Blue component (Ususally 255) (Byte) Alpha - Translucancy of beam (usually 255) (Byte) Speed - Speed of beam (Byte)
Example command:-
ma_effect 1 138 -1548 64 138 -1548 264 lightning NULL 0 0 10 10 10 0 1 255 255 255 255 30
Effect 2 :- Smoke
X Y Z - Position of smoke Model Name Scale - Scale of smoke (Float) Frame Rate - Frame Rate of smoke animation (Float)
Example command:-
ma_effect 2 138 -1548 64 smoke 100 10
Effect 3 :- Sparks
X Y Z - Position of the sparks Magnitude - Magnitude of the sparks (Int) Trail Length - Trail Length of the sparks (Int)
Example command:-
ma_effect 3 138 -1548 84 200 30
Effect 4 :- Beam Ent Point (not sure if this is usable from Mattie's Event scripts due to ent indexes being required although they can be set to 0).
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) Start Entity index - Entity index effect starts from (Int) X Y Z - Start position End Entity index - Entity index effect ends at (Int) X Y Z - End position Model Name Halo Name Frame Start Index - usually 0 (Int) Frame Rate - Frame rate of the animation of the model (Int) Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam at the start position (Float) End Width - Width of the beam at the end position (Float) Fade Length - Time in seconds of fade out (Int) Amplitude - Amplitude of beam (Float) Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Alpha - Translucancy of beam (usually 255) (Int) Speed - Speed of beam (Int)
Example command:-
ma_effect 4 A 0 0 138 -1548 64 0 138 -1548 264 crystalbeam NULL 0 10 20 20 40 0 0 255 255 255 255 4
Effect 5 :- Beam Ents (not sure if this is usable from Mattie's Event scripts due to ent indexes being required).
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) Start Entity index - Entity index effect starts from (Int) End Entity index - Entity index effect ends at (Int) Model Name Halo Name Frame Start Index - usually 0 (Int) Frame Rate - Frame rate of the animation of the model (Int) Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam at the start position (Float) End Width - Width of the beam at the end position (Float) Fade Length - Time in seconds of fade out (Int) Amplitude - Amplitude of beam (Float) Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Alpha - Translucancy of beam (usually 255) (Int) Speed - Speed of beam (Int)
Effect 6 :- Beam Follow (Effect sort of follows entity)
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) Entity index - Entity index effect starts from (Int) Model Name Halo Name Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam at the start position (Float) End Width - Width of the beam at the end position (Float) Fade Length - Time in seconds of fade out (Float) Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Alpha - Translucancy of beam (usually 255) (Int)
Example command:-
ma_effect 6 A 0 2 smoke NULL 20 100 100 1 255 255 255 255
Effect 7 :- Beam Points
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Start position X Y Z - End position Model Name Halo Name Frame Start Index - usually 0 (Int) Frame Rate - Frame rate of the animation of the model (Int) Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam at the start position (Float) End Width - Width of the beam at the end position (Float) Fade Length - Time in seconds of fade out (Int) Amplitude - Amplitude of beam (Float) Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Alpha - Translucancy of beam (usually 255) (Int) Speed - Speed of beam (Int)
Example command:-
ma_effect 7 A 0 138 -1548 64 138 -1548 264 lightning NULL 0 10 20 5 50 0 1 255 255 255 255 10
Effect 8 :- Beam Laser
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) Start Entity index - Entity index effect starts from (Int) End Entity index - Entity index effect ends at (Int) Model Name Halo Name Frame Start Index - usually 0 (Int) Frame Rate - Frame rate of the animation of the model (Int) Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam at the start position (Float) End Width - Width of the beam at the end position (Float) Fade Length - Time in seconds of fade out (Int) Amplitude - Amplitude of beam (Float) Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Alpha - Translucancy of beam (usually 255) (Int) Speed - Speed of beam (Int)
Effect 9 :- Beam Ring
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) Start Entity index - Entity index effect starts from (Int) End Entity index - Entity index effect ends at (Int) Model Name Halo Name Frame Start Index - usually 0 (Int) Frame Rate - Frame rate of the animation of the model (Int) Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam (Float) Spread - Spread of the beam (Float) Fade Length - Time in seconds of fade out (Int) Amplitude - Amplitude of beam (Float) Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Alpha - Translucancy of beam (usually 255) (Int) Speed - Speed of beam (Int) Beam Flags - Set to 0 for default (See beam_flags.h in Valve SDK for more)
Beam Flags from SDK (Copyright Valve) FBEAM_STARTENTITY = 0x00000001, FBEAM_ENDENTITY = 0x00000002, FBEAM_FADEIN = 0x00000004, FBEAM_FADEOUT = 0x00000008, FBEAM_SINENOISE = 0x00000010, FBEAM_SOLID = 0x00000020, FBEAM_SHADEIN = 0x00000040, FBEAM_SHADEOUT = 0x00000080, FBEAM_ONLYNOISEONCE = 0x00000100, // Only calculate our noise once FBEAM_NOTILE = 0x00000200, FBEAM_USE_HITBOXES = 0x00000400, // Attachment indices represent hitbox indices instead when this is set. FBEAM_STARTVISIBLE = 0x00000800, // Has this client actually seen this beam's start entity yet? FBEAM_ENDVISIBLE = 0x00001000, // Has this client actually seen this beam's end entity yet? FBEAM_ISACTIVE = 0x00002000, FBEAM_FOREVER = 0x00004000, FBEAM_HALOBEAM = 0x00008000, // When drawing a beam with a halo, don't ignore the segments and endwidth
Effect 10 :- Beam Ring Point
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Origin of beam ring Start Radius - Start radius of ring beam (Float) End Radius - End radius of ring beam (Float) Model Name Halo Name Frame Start Index - usually 0 (Int) Frame Rate - Frame rate of the animation of the model (Int) Life - Time in seconds that the effect lasts for (Float) Width - Width of the beam (Float) Spread - Spread of the beam (Float) Amplitude - Amplitude of beam (Float) Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Alpha - Translucancy of beam (usually 255) (Int) Speed - Speed of beam (Int) Beam Flags - Set to 0 for default (See beam_flags.h in Valve SDK for more)
Example command:-
ma_effect 10 A 0 138 -1548 74 16 256 lightning NULL 0 10 20 15 10 1 255 50 128 255 0 0
Effect 11 :- Dynamic LightFilter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Origin of light Red - Red component (Usually 255) (Int) Green - Green component (Usually 255) (Int) Blue - Blue component (Ususally 255) (Int) Exponent - Exponent component of light (Int) Radius - Radius of light (Float) Time - Life of light in seconds (Float) Decay - Decay of the light in seconds I think (Float)
Example command:-
ma_effect 11 A 0 138 -1548 100 255 128 128 10 100 10 1
Effect 12 :- Explosion
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Origin of light Model Name Scale - Scale of explosion (Float) Frame Rate - Frame Rate of explosion animation (Float) Flags - Flags for explosion (See below or tempentity.h in SDK) (Int) Radius - Radius of explosion (Int) Magnitude - Magnitude of the explosion (Int)
Hex Values for explosion flags. Add the hex values together to form a final flag number to use
(Copyright Valve).
0x0 // all flags clear makes default Half-Life explosion 0x1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) 0x2 // do not render dynamic lights 0x4 // do not play client explosion sound 0x8 // do not draw particles 0x10 // sprite will be drawn alpha 0x20 // rotate the sprite randomly 0x40 // do not draw a fireball 0x80 // do not draw smoke with the fireball
Example command:-
ma_effect 12 A 0 138 -1548 100 lightning 10 10 32 200 255
Effect 13 :- Glow Sprite
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Position of sprite Model Name Life - Time in seconds that the effect lasts for (Float) Size - Size of the sprite (Float) Brightness - Brightness of the sprite (Int)
Example command:-
ma_effect 13 A 0 138 -1548 200 blueglow 20 5 255
Effect 14 :- Funnel
This only appears to use blank textures (purple/black checkerboard) at the moment
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Position of funnel Model Name Reverse Funnel - Reverse the funnel (Int)
Effect 15 :- Metal Sparks
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Position of sparks
Example command:-
ma_effect 15 A 0 138 -1548 100
Effect 16 :- Show Line
This only appears to use blank textures (purple/black checker board) at the moment.
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Position of start of line X Y Z - Position of end of line
Effect 17 :- Smoke
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Position of smoke Model Name Scale - Scale of smoke (Float) Frame Rate - Frame Rate of smoke (Float)
Example command:-
ma_effect 17 A 0 138 -1548 64 smoke 100 2
Effect 18 :- Sparks
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Position of the sparks Magnitude - Magnitude of the sparks (Int) Trail Length - Trail Length of the sparks (Int)
Example command:-
ma_effect 18 A 0 138 -1548 94 255 1
Effect 19 :- Sprite
Filter - Who sees the effect Delay - Delay in seconds before effect is shown (Float) X Y Z - Position of sprite Model Name Size - Size of the sprite (Float) Brightness - Brightness of the sprite (Int)
Example command:-
ma_effect 19 A 0 138 -1548 94 smoke 10 64
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