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 Hozzászólás témája: write_byte melyik,micsoda?
HozzászólásElküldve:2015.02.21. 20:23 
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Csatlakozott:2014.01.04. 18:31
Hozzászólások:326
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Megköszönték neki: 7 alkalommal
Hello.Valaki leírná,hogy melyik micsoda?

Idézet:
write_byte(0);
write_byte(0);
write_byte(2);
write_byte(16);
write_byte(0);
write_byte(255); //szin piros
write_byte(0); //szin zold
write_byte(0); //szin kek
write_byte(255); //fenyesseg
write_byte(0);
message_end();


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 Hozzászólás témája: Re: write_byte melyik,micsoda?
HozzászólásElküldve:2015.02.21. 22:13 
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Csatlakozott:2012.02.27. 09:42
Hozzászólások:2588
Megköszönt másnak: 26 alkalommal
Megköszönték neki: 418 alkalommal
Fentről lefelé: frame start, framerate, life, width, noise, r, g, b , brightness , speed (https://forums.alliedmods.net/showpost. ... ostcount=1)

Kód:
//
// temp entity events
//
#define   TE_BEAMPOINTS      0      // beam effect between two points
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define   TE_BEAMENTPOINT      1      // beam effect between point and entity
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define   TE_GUNSHOT         2      // particle effect plus ricochet sound
// coord coord coord (position)

#define   TE_EXPLOSION      3      // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
// byte (flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE      0   // all flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE   1   // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS   2   // do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND      4   // do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES   8   // do not draw particles


#define   TE_TAREXPLOSION      4      // Quake1 "tarbaby" explosion with sound
// coord coord coord (position)

#define   TE_SMOKE         5      // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)

#define   TE_TRACER         6      // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)

#define   TE_LIGHTNING      7      // TE_BEAMPOINTS with simplified parameters
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// byte (amplitude in 0.01's)
// short (sprite model index)

#define   TE_BEAMENTS         8      
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define   TE_SPARKS         9      // 8 random tracers with gravity, ricochet sprite
// coord coord coord (position)

#define   TE_LAVASPLASH      10      // Quake1 lava splash
// coord coord coord (position)

#define   TE_TELEPORT         11      // Quake1 teleport splash
// coord coord coord (position)

#define TE_EXPLOSION2      12      // Quake1 colormaped (base palette) particle explosion with sound
// coord coord coord (position)
// byte (starting color)
// byte (num colors)

#define TE_BSPDECAL         13      // Decal from the .BSP file
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// short (texture index of precached decal texture name)
// short (entity index)
// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity)

#define TE_IMPLOSION      14      // tracers moving toward a point
// coord, coord, coord (position)
// byte (radius)
// byte (count)
// byte (life in 0.1's)

#define TE_SPRITETRAIL      15      // line of moving glow sprites with gravity, fadeout, and collisions
// coord, coord, coord (start)
// coord, coord, coord (end)
// short (sprite index)
// byte (count)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (velocity along vector in 10's)
// byte (randomness of velocity in 10's)

#define TE_BEAM            16      // obsolete

#define TE_SPRITE         17      // additive sprite, plays 1 cycle
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (brightness)

#define TE_BEAMSPRITE      18      // A beam with a sprite at the end
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)

#define TE_BEAMTORUS      19      // screen aligned beam ring, expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMDISK         20      // disk that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMCYLINDER      21      // cylinder that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_BEAMFOLLOW      22      // create a line of decaying beam segments until entity stops moving
// short (entity:attachment to follow)
// short (sprite index)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte,byte,byte (color)
// byte (brightness)

#define TE_GLOWSPRITE      23      
// coord, coord, coord (pos) short (model index) byte (scale / 10)

#define TE_BEAMRING         24      // connect a beam ring to two entities
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)

#define TE_STREAK_SPLASH   25      // oriented shower of tracers
// coord coord coord (start position)
// coord coord coord (direction vector)
// byte (color)
// short (count)
// short (base speed)
// short (ramdon velocity)

#define TE_BEAMHOSE         26      // obsolete

#define TE_DLIGHT         27      // dynamic light, effect world, minor entity effect
// coord, coord, coord (pos)
// byte (radius in 10's)
// byte byte byte (color)
// byte (brightness)
// byte (life in 10's)
// byte (decay rate in 10's)

#define TE_ELIGHT         28      // point entity light, no world effect
// short (entity:attachment to follow)
// coord coord coord (initial position)
// coord (radius)
// byte byte byte (color)
// byte (life in 0.1's)
// coord (decay rate)

#define TE_TEXTMESSAGE      29
// short 1.2.13 x (-1 = center)
// short 1.2.13 y (-1 = center)
// byte Effect 0 = fade in/fade out
         // 1 is flickery credits
         // 2 is write out (training room)

// 4 bytes r,g,b,a color1   (text color)
// 4 bytes r,g,b,a color2   (effect color)
// ushort 8.8 fadein time
// ushort 8.8  fadeout time
// ushort 8.8 hold time
// optional ushort 8.8 fxtime   (time the highlight lags behing the leading text in effect 2)
// string text message      (512 chars max sz string)
#define TE_LINE            30
// coord, coord, coord      startpos
// coord, coord, coord      endpos
// short life in 0.1 s
// 3 bytes r, g, b

#define TE_BOX            31
// coord, coord, coord      boxmins
// coord, coord, coord      boxmaxs
// short life in 0.1 s
// 3 bytes r, g, b

#define TE_KILLBEAM         99      // kill all beams attached to entity
// short (entity)

#define TE_LARGEFUNNEL      100
// coord coord coord (funnel position)
// short (sprite index)
// short (flags)

#define   TE_BLOODSTREAM      101      // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)

#define   TE_SHOWLINE         102      // line of particles every 5 units, dies in 30 seconds
// coord coord coord (start position)
// coord coord coord (end position)

#define TE_BLOOD         103      // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)

#define TE_DECAL         104      // Decal applied to a brush entity (not the world)
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
// short (entity index)

#define TE_FIZZ            105      // create alpha sprites inside of entity, float upwards
// short (entity)
// short (sprite index)
// byte (density)

#define TE_MODEL         106      // create a moving model that bounces and makes a sound when it hits
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// angle (initial yaw)
// short (model index)
// byte (bounce sound type)
// byte (life in 0.1's)

#define TE_EXPLODEMODEL      107      // spherical shower of models, picks from set
// coord, coord, coord (origin)
// coord (velocity)
// short (model index)
// short (count)
// byte (life in 0.1's)

#define TE_BREAKMODEL      108      // box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)

#define TE_GUNSHOTDECAL      109      // decal and ricochet sound
// coord, coord, coord (position)
// short (entity index???)
// byte (decal???)

#define TE_SPRITE_SPRAY      110      // spay of alpha sprites
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (sprite index)
// byte (count)
// byte (speed)
// byte (noise)

#define TE_ARMOR_RICOCHET   111      // quick spark sprite, client ricochet sound.
// coord, coord, coord (position)
// byte (scale in 0.1's)

#define TE_PLAYERDECAL      112      // ???
// byte (playerindex)
// coord, coord, coord (position)
// short (entity???)
// byte (decal number???)
// [optional] short (model index???)

#define TE_BUBBLES         113      // create alpha sprites inside of box, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)

#define TE_BUBBLETRAIL      114      // create alpha sprites along a line, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)

#define TE_BLOODSPRITE      115      // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// coord, coord, coord (position)
// short (sprite1 index)
// short (sprite2 index)
// byte (color)
// byte (scale)

#define TE_WORLDDECAL      116      // Decal applied to the world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)

#define TE_WORLDDECALHIGH   117      // Decal (with texture index > 256) applied to world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)

#define TE_DECALHIGH      118      // Same as TE_DECAL, but the texture index was greater than 256
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
// short (entity index)

#define TE_PROJECTILE      119      // Makes a projectile (like a nail) (this is a high-priority tent)
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (modelindex)
// byte (life)
// byte (owner)  projectile won't collide with owner (if owner == 0, projectile will hit any client).

#define TE_SPRAY         120      // Throws a shower of sprites or models
// coord, coord, coord (position)
// coord, coord, coord (direction)
// short (modelindex)
// byte (count)
// byte (speed)
// byte (noise)
// byte (rendermode)

#define TE_PLAYERSPRITES   121      // sprites emit from a player's bounding box (ONLY use for players!)
// byte (playernum)
// short (sprite modelindex)
// byte (count)
// byte (variance) (0 = no variance in size) (10 = 10% variance in size)

#define TE_PARTICLEBURST   122      // very similar to lavasplash.
// coord (origin)
// short (radius)
// byte (particle color)
// byte (duration * 10) (will be randomized a bit)

#define TE_FIREFIELD         123      // makes a field of fire.
// coord (origin)
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// short (modelindex)
// byte (count)
// byte (flags)
// byte (duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT   1 // all sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT   2 // some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP      4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA      8 // if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR      16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.

#define TE_PLAYERATTACHMENT         124 // attaches a TENT to a player (this is a high-priority tent)
// byte (entity index of player)
// coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset )
// short (model index)
// short (life * 10 );

#define TE_KILLPLAYERATTACHMENTS   125 // will expire all TENTS attached to a player.
// byte (entity index of player)

#define TE_MULTIGUNSHOT            126 // much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
//       entities that have studio models.Traces are 4096 long.
//
// coord (origin)
// coord (origin)
// coord (origin)
// coord (direction)
// coord (direction)
// coord (direction)
// coord (x noise * 100)
// coord (y noise * 100)
// byte (count)
// byte (bullethole decal texture index)

#define TE_USERTRACER            127 // larger message than the standard tracer, but allows some customization.
// coord (origin)
// coord (origin)
// coord (origin)
// coord (velocity)
// coord (velocity)
// coord (velocity)
// byte ( life * 10 )
// byte ( color ) this is an index into an array of color vectors in the engine. (0 - )
// byte ( length * 10 )

_________________
Kép


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 Hozzászólás témája: Re: write_byte melyik,micsoda?
HozzászólásElküldve:2015.02.21. 22:24 
Offline
Jómunkásember

Csatlakozott:2014.01.04. 18:31
Hozzászólások:326
Megköszönt másnak: 79 alkalommal
Megköszönték neki: 7 alkalommal
hatósugarat melyikkel szerkesztek?


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