http://www.sparknotes.com/testprep/b...section9.rhtml that what you looking for?
http://www.sparknotes.com/testprep/b...section9.rhtml that what you looking for?
Found a better way:
Now the effect will always point in the direction the player was facing at the time it started.Code:decl Float:vecEyeAng[3]; GetClientEyeAngles(client, vecEyeAng); if(vecEyeAng[1]>180.0) { vecEyeAng[1]=vecEyeAng[1]-360; } decl Float:vecAng[3]; vecAng[0]=90.0; vecAng[1]=0.0; vecAng[2]=-1*vecEyeAng[1];
not sure exactly whats ur limit on graphics, but for
- hearts : how about similar affect to the die xonvert leech effect, but instead of a straight line, it would draw a stream of parallel heart slices as a "jet" from target to victim? say 20 tiny hearts dispersed based on the distance between the players?
smthn like this http://image.shutterstock.com/displa...s-22947898.jpg
axial view would show only 1 heart like that \/, but side view would show slices of lines like that | | | | | | | | | | | | | | | | | | | |
but interpolated to many minuscule red-pink hearts that show up only for a sec when the effect activates?
- pinockle: how about when a target gets hit by that effect, its flashes "bright green" for a 0.1? somewhat similar to how the shadow hunter invulnerability works but with a very flash green? would be interesting for vagabonds and whatnot to see what happens on them.
or for pinockle u can u use this pre-made effect at 0:40s in this youtube http://www.youtube.com/watch?v=fRfQtgmo2oc
^ kinda limited on what u can use for graphics here, u woudlnt want the effects clusterfuck.
Last edited by CYBER; 06-19-2012 at 01:48 AM.