Here is what es tools effect translates to what TE call.

---------- Post added at 12:55 PM ---------- Previous post was at 12:53 PM ----------

Code:
est_Effect_01 <player Filter> <delay> <position 'X,Y,Z'> <direction 'X,Y,Z'>
USES: TE_SetupArmorRicochet

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)
}
---------- Post added at 12:57 PM ---------- Previous post was at 12:55 PM ----------

Code:
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>
USES: BeamEntPoint

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)
}
---------- Post added at 12:59 PM ---------- Previous post was at 12:57 PM ----------

Code:
"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>"
USES: BeamEnts

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)
}
---------- Post added at 01:01 PM ---------- Previous post was at 12:59 PM ----------

Code:
est_Effect_04 <player Filter> <delay> <model> <Follow ent> <life> <start width> <end width> <fade distance> <R> <G> <B> <A>
USES: TE_SetupBeamFollow

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)
}
---------- Post added at 01:02 PM ---------- Previous post was at 01:01 PM ----------

Code:
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>
USES: TE_SetupBeamLaser

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)
}
---------- Post added at 01:04 PM ---------- Previous post was at 01:02 PM ----------

Code:
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>
USES: TE_SetupBeamPoints

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)
}
---------- Post added at 01:06 PM ---------- Previous post was at 01:04 PM ----------

Code:
est_Effect_07 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed>
USES: BeamRing

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)
}
---------- Post added at 01:07 PM ---------- Previous post was at 01:06 PM ----------

Code:
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>
USES: BeamRingPoint

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)
}
---------- Post added at 01:08 PM ---------- Previous post was at 01:07 PM ----------

Code:
est_Effect_09 <player Filter> <delay> <model> <points> <rgPoints 'X,Y,Z'>
USES: BeamSpline

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)
}
---------- Post added at 01:10 PM ---------- Previous post was at 01:08 PM ----------

Code:
est_Effect_10 <player Filter> <delay> <origin 'X,Y,Z'> <direction 'X,Y,Z'> <R> <G> <B> <A> <Size>
USES: TE_SetupBloodSprite

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)
}
---------- Post added at 01:12 PM ---------- Previous post was at 01:10 PM ----------

Code:
est_Effect_11 <player Filter> <delay> <origin 'X,Y,Z'> <direction 'X,Y,Z'> <R> <G> <B> <A> <Amount>
USES: Blood Stream

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)
}
---------- Post added at 01:13 PM ---------- Previous post was at 01:12 PM ----------

Code:
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>
USES: Break Model

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)
}
---------- Post added at 01:14 PM ---------- Previous post was at 01:13 PM ----------

Code:
est_Effect_13 <player Filter> <delay> <decal> <origin 'X,Y,Z'> <target entity index>
USES: BSP Decal

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)
}
---------- Post added at 01:16 PM ---------- Previous post was at 01:14 PM ----------

Code:
est_Effect_14 <player Filter> <delay> <model> <Min 'X,Y,Z'> <Max 'X,Y,Z'> <heigth> <count> <speed>
USES: Bubbles

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)
}
---------- Post added at 01:18 PM ---------- Previous post was at 01:16 PM ----------

Code:
est_Effect_18 <player Filter> <delay> <Position 'X,Y,Z'> <R> <G> <B> <exponent> <radius> <time> <decay>
USES: Dynamic Light

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)
}
---------- Post added at 01:19 PM ---------- Previous post was at 01:18 PM ----------

Code:
est_Effect_24 <player Filter> <delay> <model> <Position 'X,Y,Z'> <reversed>
USES: Large Funnel

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)
}