Here is what es tools effect translates to what TE call.
---------- Post added at 12:55 PM ---------- Previous post was at 12:53 PM ----------
USES: TE_SetupArmorRicochetCode:est_Effect_01 <player Filter> <delay> <position 'X,Y,Z'> <direction 'X,Y,Z'>
---------- Post added at 12:57 PM ---------- Previous post was at 12:55 PM ----------Code:stock ProcessEffect101(Handle:pack, 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]) TE_SetupArmorRicochet(effectVector1, effectVector2); CloseHandle(pack); ProcessFilter(cFilter) }
USES: BeamEntPointCode:est_Effect_02 <player Filter> <delay> <model> <start ent> <start position 'X,Y,Z'> <end ent> <end position 'X,Y,Z'> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>
---------- Post added at 12:59 PM ---------- Previous post was at 12:57 PM ----------Code:stock ProcessEffect102(Handle:pack, String:cFilter[], const modelIndex) { ResetPack(pack); new String:buffer[128],String:vecExplode[3][128]; ReadPackString(pack, buffer, sizeof(buffer)); new startEntity = StringToInt(buffer); 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)) new endEntity = StringToInt(buffer); 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]) ReadPackString(pack, buffer, sizeof(buffer)) new frameRate = StringToInt(buffer) ReadPackString(pack, buffer, sizeof(buffer)) new Float:lifeF = StringToFloat(buffer) ReadPackString(pack, buffer, sizeof(buffer)) new Float:widthF = StringToFloat(buffer) ReadPackString(pack, buffer, sizeof(buffer)) new Float:endWidthF = StringToFloat(buffer) ReadPackString(pack, buffer, sizeof(buffer)) new fadeLength = StringToInt(buffer) ReadPackString(pack, buffer, sizeof(buffer)) new Float:amplitudeF = StringToFloat(buffer) 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 speed = StringToInt(buffer) TE_Start("BeamEntPoint") TE_WriteNum("m_nHaloIndex", haloIndex) TE_WriteNum("m_nModelIndex", modelIndex) TE_WriteNum("m_nStartFrame", 0) TE_WriteNum("m_nFrameRate", frameRate) TE_WriteFloat("m_fLife", lifeF) TE_WriteFloat("m_fWidth", widthF) TE_WriteFloat("m_fEndWidth", endWidthF) TE_WriteNum("m_nFadeLength", fadeLength) TE_WriteFloat("m_fAmplitude", amplitudeF) TE_WriteNum("m_nSpeed", speed) TE_WriteNum("r", colorArray[0]) TE_WriteNum("g", colorArray[1]) TE_WriteNum("b", colorArray[2]) TE_WriteNum("a", colorArray[3]) TE_WriteNum("m_nStartEntity", startEntity) TE_WriteNum("m_nEndEntity", endEntity) TE_WriteVector("m_vecStartPoint", effectVector1) TE_WriteVector("m_vecEndPoint", effectVector2) CloseHandle(pack); ProcessFilter(cFilter) }
USES: BeamEntsCode:"est_Effect_03 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>"
---------- Post added at 01:01 PM ---------- Previous post was at 12:59 PM ----------Code:stock ProcessEffect103(Handle:pack, String:cFilter[], const modelIndex) { ResetPack(pack); new String:buffer[128]; TE_Start("BeamEnts") TE_WriteNum("m_nHaloIndex", haloIndex) TE_WriteNum("m_nModelIndex", modelIndex) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nStartEntity", StringToInt(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nEndEntity", StringToInt(buffer)) TE_WriteNum("m_nStartFrame", 0) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFrameRate", StringToInt(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fLife", StringToFloat(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fWidth", StringToFloat(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fEndWidth", StringToFloat(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFadeLength", StringToInt(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fAmplitude", StringToFloat(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("r", StringToInt(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("g", StringToInt(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("b", StringToInt(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("a", StringToInt(buffer)) ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nSpeed", StringToInt(buffer)) CloseHandle(pack); ProcessFilter(cFilter) }
USES: TE_SetupBeamFollowCode:est_Effect_04 <player Filter> <delay> <model> <Follow ent> <life> <start width> <end width> <fade distance> <R> <G> <B> <A>
---------- Post added at 01:02 PM ---------- Previous post was at 01:01 PM ----------Code:stock ProcessEffect104(Handle:pack, String:cFilter[], const modelIndex) { ResetPack(pack); new String:buffer[128]; ReadPackString(pack, buffer, sizeof(buffer)) new entity = StringToInt(buffer); PrintToServer(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:lifeF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:widthF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:endWidthF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new fadeLength = StringToInt(buffer); 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); TE_SetupBeamFollow(entity, modelIndex, haloIndex, lifeF, widthF, endWidthF, fadeLength, colorArray) CloseHandle(pack); ProcessFilter(cFilter) }
USES: TE_SetupBeamLaserCode:est_effect_05 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>
---------- Post added at 01:04 PM ---------- Previous post was at 01:02 PM ----------Code:stock ProcessEffect105(Handle:pack, String:cFilter[], const modelIndex) { ResetPack(pack); new String:buffer[128]; ReadPackString(pack, buffer, sizeof(buffer)) new startEntity = StringToInt(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new endEntity = StringToInt(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new frameRate = StringToInt(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:lifeF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:widthF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:endWidthF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new fadeLength = StringToInt(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:amplitudeF = StringToFloat(buffer); 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 speed = StringToInt(buffer); TE_SetupBeamLaser(startEntity, endEntity, modelIndex, haloIndex, 0, frameRate, lifeF, widthF, endWidthF, fadeLength, amplitudeF, colorArray, speed); CloseHandle(pack); ProcessFilter(cFilter) }
USES: TE_SetupBeamPointsCode:est_Effect_06 <player Filter> <delay> <model> <start position 'X,Y,Z'> <end position 'X,Y,Z'> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>
---------- Post added at 01:06 PM ---------- Previous post was at 01:04 PM ----------Code:stock ProcessEffect106(Handle:pack, String:cFilter[], const modelIndex) { 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]); ReadPackString(pack, buffer, sizeof(buffer)) new frameRate = StringToInt(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:lifeF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:widthF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:endWidthF = StringToFloat(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new fadeLength = StringToInt(buffer); ReadPackString(pack, buffer, sizeof(buffer)) new Float:amplitudeF = StringToFloat(buffer) 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 speed = StringToInt(buffer); TE_SetupBeamPoints(effectVector1, effectVector2, modelIndex, haloIndex, 0, frameRate, lifeF, widthF, endWidthF, fadeLength, amplitudeF, colorArray, speed); CloseHandle(pack); ProcessFilter(cFilter) }
USES: BeamRingCode:est_Effect_07 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed>
---------- Post added at 01:07 PM ---------- Previous post was at 01:06 PM ----------Code:stock ProcessEffect107(Handle:pack, String:cFilter[], const modelIndex) { ResetPack(pack); new String:buffer[128]; TE_Start("BeamRing"); TE_WriteNum("m_nModelIndex", modelIndex); TE_WriteNum("m_nHaloIndex", haloIndex); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nStartEntity", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nEndEntity", StringToInt(buffer)); TE_WriteNum("m_nStartFrame", 0); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFrameRate", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fLife", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) new Float:widthF = StringToFloat(buffer); TE_WriteFloat("m_fWidth", widthF); TE_WriteFloat("m_fEndWidth", widthF); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFadeLength", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fAmplitude", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("r", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("g", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("b", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("a", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nSpeed", StringToInt(buffer)); TE_WriteNum("m_nFlags", 0); CloseHandle(pack); ProcessFilter(cFilter) }
USES: BeamRingPointCode:est_Effect_08 <player Filter> <delay> <model> <center 'X,Y,Z'> <Start Radius> <End Radius> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed> <flags>
---------- Post added at 01:08 PM ---------- Previous post was at 01:07 PM ----------Code:stock ProcessEffect108(Handle:pack, String:cFilter[], const modelIndex) { 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]); TE_Start("BeamRingPoint"); TE_WriteVector("m_vecCenter", effectVector1); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_flStartRadius", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_flEndRadius", StringToFloat(buffer)); TE_WriteNum("m_nModelIndex", modelIndex); TE_WriteNum("m_nHaloIndex", haloIndex); TE_WriteNum("m_nStartFrame", 0); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFrameRate", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fLife", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) new Float:widthF = StringToFloat(buffer) TE_WriteFloat("m_fWidth", widthF); TE_WriteFloat("m_fEndWidth", widthF); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFadeLength", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fAmplitude", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("r", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("g", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("b", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("a", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nSpeed", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFlags", StringToInt(buffer)); CloseHandle(pack); ProcessFilter(cFilter) }
USES: BeamSplineCode:est_Effect_09 <player Filter> <delay> <model> <points> <rgPoints 'X,Y,Z'>
---------- Post added at 01:10 PM ---------- Previous post was at 01:08 PM ----------Code:stock ProcessEffect109(Handle:pack, String:cFilter[]) { ResetPack(pack); new String:buffer[128],String:vecExplode[3][128]; TE_Start("BeamSpline"); TE_WriteNum("m_nPoints", StringToInt(buffer)); 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]); TE_WriteVector("m_vecPoints", effectVector1); CloseHandle(pack); ProcessFilter(cFilter) }
USES: TE_SetupBloodSpriteCode:est_Effect_10 <player Filter> <delay> <origin 'X,Y,Z'> <direction 'X,Y,Z'> <R> <G> <B> <A> <Size>
---------- Post added at 01:12 PM ---------- Previous post was at 01:10 PM ----------Code:stock ProcessEffect110(Handle:pack, 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) }
USES: Blood StreamCode:est_Effect_11 <player Filter> <delay> <origin 'X,Y,Z'> <direction 'X,Y,Z'> <R> <G> <B> <A> <Amount>
---------- Post added at 01:13 PM ---------- Previous post was at 01:12 PM ----------Code:stock ProcessEffect111(Handle:pack, 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]); TE_Start("Blood Stream"); TE_WriteFloat("m_vecOrigin[0]", effectVector1[0]); TE_WriteFloat("m_vecOrigin[1]", effectVector1[1]); TE_WriteFloat("m_vecOrigin[2]", effectVector1[2]); TE_WriteVector("m_vecDirection", effectVector2); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("r", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("g", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("b", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("a", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nAmount", StringToInt(buffer)); CloseHandle(pack); ProcessFilter(cFilter) }
USES: Break ModelCode:est_Effect_12 <player Filter> <delay> <model> <origin 'X,Y,Z'> <angle 'Pitch,Yaw,Roll'> <Size 'X,Y,Z'> <Velocity 'X,Y,Z'> <Randomization> <count> <time> <flags>
---------- Post added at 01:14 PM ---------- Previous post was at 01:13 PM ----------Code:stock ProcessEffect112(Handle:pack, String:cFilter[], const modelIndex) { 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]); ReadPackString(pack, buffer, sizeof(buffer)); ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[])); new Float:effectVector3[3]; effectVector3[0] = StringToFloat(vecExplode[0]); effectVector3[1] = StringToFloat(vecExplode[1]); effectVector3[2] = StringToFloat(vecExplode[2]); ReadPackString(pack, buffer, sizeof(buffer)); ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[])); new Float:effectVector4[3]; effectVector4[0] = StringToFloat(vecExplode[0]); effectVector4[1] = StringToFloat(vecExplode[1]); effectVector4[2] = StringToFloat(vecExplode[2]); TE_Start("Break Model"); TE_WriteVector("m_vecOrigin", effectVector1); TE_WriteFloat("m_angRotation[0]", effectVector2[0]); TE_WriteFloat("m_angRotation[1]", effectVector2[1]); TE_WriteFloat("m_angRotation[2]", effectVector2[2]); TE_WriteVector("m_vecSize", effectVector3); TE_WriteVector("m_vecVelocity", effectVector4); TE_WriteNum("m_nModelIndex", modelIndex); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nRandomization", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nCount", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fTime", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nFlags", StringToInt(buffer)); CloseHandle(pack); ProcessFilter(cFilter) }
USES: BSP DecalCode:est_Effect_13 <player Filter> <delay> <decal> <origin 'X,Y,Z'> <target entity index>
---------- Post added at 01:16 PM ---------- Previous post was at 01:14 PM ----------Code:stock ProcessEffect113(Handle:pack, String:cFilter[], const modelIndex) { 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]); TE_Start("BSP Decal") TE_WriteVector("m_vecOrigin", effectVector1); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nEntity", StringToInt(buffer)); TE_WriteNum("m_nIndex", modelIndex); CloseHandle(pack); ProcessFilter(cFilter) }
USES: BubblesCode:est_Effect_14 <player Filter> <delay> <model> <Min 'X,Y,Z'> <Max 'X,Y,Z'> <heigth> <count> <speed>
---------- Post added at 01:18 PM ---------- Previous post was at 01:16 PM ----------Code:stock ProcessEffect114(Handle:pack, String:cFilter[], const modelIndex) { 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]); TE_Start("Bubbles"); TE_WriteVector("m_vecMins", effectVector1); TE_WriteVector("m_vecMaxs", effectVector2); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fHeight", StringToFloat(buffer)); TE_WriteNum("m_nModelIndex", modelIndex); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nCount", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fSpeed", StringToFloat(buffer)); CloseHandle(pack); ProcessFilter(cFilter) }
USES: Dynamic LightCode:est_Effect_18 <player Filter> <delay> <Position 'X,Y,Z'> <R> <G> <B> <exponent> <radius> <time> <decay>
---------- Post added at 01:19 PM ---------- Previous post was at 01:18 PM ----------Code:stock ProcessEffect118(Handle:pack, 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]); TE_Start("Dynamic Light"); TE_WriteVector("m_vecOrigin", effectVector1); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("r", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("g", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("b", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("exponent", StringToInt(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fRadius", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fTime", StringToFloat(buffer)); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteFloat("m_fDecay", StringToFloat(buffer)); CloseHandle(pack); ProcessFilter(cFilter) }
USES: Large FunnelCode:est_Effect_24 <player Filter> <delay> <model> <Position 'X,Y,Z'> <reversed>
Code:stock ProcessEffect124(Handle:pack, String:cFilter[], const modelIndex) { 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]); TE_Start("Large Funnel"); TE_WriteFloat("m_vecOrigin[0]", effectVector1[0]); TE_WriteFloat("m_vecOrigin[1]", effectVector1[1]); TE_WriteFloat("m_vecOrigin[2]", effectVector1[2]); TE_WriteNum("m_nModelIndex", modelIndex); ReadPackString(pack, buffer, sizeof(buffer)) TE_WriteNum("m_nReversed", StringToInt(buffer)); CloseHandle(pack); ProcessFilter(cFilter) }







				
				
				
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