Cerere Plugin Efecte Furien

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H3roin3
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12 Feb 2014, 13:59

Salut doresc si eu accest plugin sau ceva asemanator cand moare un furien sa sara/arunce ceva asemanator nu doresc sa sara bilute ar merge ceva fulgi sau ceva albastru sau gasiti voi uitati aici o poza mai exact cea ce doresc http://i59.tinypic.com/f39fn5.jpg Nu conteaza culoarea va rog sa imi lasati sma+ammx+resurse
O zi buna!
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12 Feb 2014, 15:32

Contacteaza-l pe Aragon, ti-l VINDE el. Nu te astepta sa gasesti asa gratis ...
Sau incearca New Damage Effects postat la Pluginuri Extream.
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Ulquiorra
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12 Feb 2014, 18:33

@danne nu e vorba doar de vandut.. doar ca are efectele incluse in mod.. si nu cred ca sta sa le scoata special..
Caut o persoana dedicata care se pricepe si stie ce face.
Vreau sa creeze si sa se ocupe de administrarea unui server de MU, da e vorba de vechiul joc..ma gandesc undeva la un season 3 ep1/2.

O sa achizitionez un domeniu .ro.
Totodata sponsorizez absolut orice este necesar.
Ma puteti contacta prin: http://solo.to/stfrzv
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sDs|Aragon*
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13 Feb 2014, 22:34

Ce este in acea poza este defapt un Ultimate..
Ti-am facut un plugin in care atunci cand moare un Furien apare acel efect, exceptand fulgeru.
Resurse: http://www.girlshare.ro/33284196
Sursa | Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
Last edited by sDs|Aragon* on 14 Feb 2014, 15:18, edited 1 time in total.
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13 Feb 2014, 23:00

sDs|Aragon* wrote:Ce este in acea poza este defapt un Ultimate..
Ti-am facut un plugin in care atunci cand moare un Furien apare acel efect, exceptand fulgeru.
Resurse: http://www.girlshare.ro/33284196
Sursa | Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2) == 1) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
Vreau si eu asa ceva dar da eroare la compilare..

Linia 23

Code: Select all

error 001: expected token: ")", but found "{"
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sDs|Aragon*
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14 Feb 2014, 15:18

Sursa | Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
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15 Feb 2014, 10:54

Rezolvat :)

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MrFunk
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15 Feb 2014, 17:33

sDs|Aragon* wrote:
Sursa | Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
Il poti face sa apara si cand moare ct ?? Si sa fie doar la kill cu lama.
munir
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15 Feb 2014, 17:55

MrFunk wrote:
sDs|Aragon* wrote:
Sursa | Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
Il poti face sa apara si cand moare ct ?? Si sa fie doar la kill cu lama.
Inlocuieste

Code: Select all

if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1) {
Cu

Code: Select all

if(is_user_connected(read_data(2))) {
Retras
MrFunk
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16 Feb 2014, 19:43

cruyff wrote:
MrFunk wrote:
sDs|Aragon* wrote:
Sursa | Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
Il poti face sa apara si cand moare ct ?? Si sa fie doar la kill cu lama.
Inlocuieste

Code: Select all

if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1) {
Cu

Code: Select all

if(is_user_connected(read_data(2))) {
Si ca sa apara doar cand omori pe cineva cu lama ?
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YONTU
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Scripter eXtreamCS
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16 Feb 2014, 19:58

| Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1 && get_user_weapon( raed_data( 1 ) ) == CSW_KNIFE ) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
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MrFunk
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17 Feb 2014, 13:27

The YONTU wrote:
| Afiseaza codul
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define PLUGIN "Death Effect"
#define VERSION "0.1"
#define AUTHOR "Aragon*"

new SPR_ICE_BLAST, SPR_ICEEXPLODE, SPR_ICEGIB

public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)
	register_event("DeathMsg", "EVENT_Death", "a");
}

public plugin_precache() {
	SPR_ICE_BLAST = precache_model("sprites/ef_shockwave.spr");
	SPR_ICEEXPLODE = precache_model("sprites/frost_explode.spr")
	SPR_ICEGIB = precache_model("sprites/frost_gib.spr")
}

public EVENT_Death() {
	if(is_user_connected(read_data(2)) && get_user_team(read_data(2)) == 1 && get_user_weapon( raed_data( 1 ) ) == CSW_KNIFE ) {
		new Origin[3];
		get_user_origin(read_data(2), Origin) ;
		
		new Float:Origin2[3];
		IVecFVec(Origin, Origin2);
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_EXPLOSION)
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+75) // z axis
		write_short(SPR_ICEEXPLODE)
		write_byte(22)
		write_byte(35)
		write_byte(TE_EXPLFLAG_NOSOUND)
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_SPRITETRAIL) // TE ID
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+70) // z axis
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z axis
		write_short(SPR_ICEGIB) // Sprite Index
		write_byte(100) // Count
		write_byte(15) // Life
		write_byte(1) // Scale
		write_byte(50) // Velocity Along Vector
		write_byte(10) // Rendomness of Velocity
		message_end();	
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+385.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+470.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Origin2, 0)
		write_byte(TE_BEAMCYLINDER) // TE id
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y
		engfunc(EngFunc_WriteCoord, Origin2[2]) // z
		engfunc(EngFunc_WriteCoord, Origin2[0]) // x axis
		engfunc(EngFunc_WriteCoord, Origin2[1]) // y axis
		engfunc(EngFunc_WriteCoord, Origin2[2]+555.0) // z axis
		write_short(SPR_ICE_BLAST) // sprite
		write_byte(0) // startframe
		write_byte(0) // framerate
		write_byte(4) // life
		write_byte(60) // width
		write_byte(0) // noise
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(200) // brightness
		write_byte(0) // speed
		message_end()
		
		message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
		write_byte(TE_DLIGHT);
		write_coord(Origin[0]); // x
		write_coord(Origin[1]); // y
		write_coord(Origin[2]); // z
		write_byte(25); // radius
		write_byte(0) // red
		write_byte(100) // green
		write_byte(200) // blue
		write_byte(8); // life
		write_byte(60); // decay rate
		message_end();	
	}
}
Nu merge :) up ..
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