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[ Picked text/plain from multipart/alternative ]
the indices are indices to precached materials.
you need to give it a texture right?
and there are examples somewhere, there's precached stuff for other beams.


On 9/4/07, David Adams <[EMAIL PROTECTED]> wrote:
>
> cool, i found that interface for ieffects.  but when calling the beam
> function, it takes like 10 parameters.
>
> virtual void Beam( const Vector &Start, const Vector &End, int
> nModelIndex,
>                 int nHaloIndex, unsigned char frameStart, unsigned char
> frameRate,
>                 float flLife, unsigned char width, unsigned char endWidth,
> unsigned
> char fadeLength,
>                 unsigned char noise, unsigned char red, unsigned char
> green,
>                 unsigned char blue, unsigned char brightness, unsigned
> char speed) = 0
>
> i cant find any documentation on what modelindex, haloindex,
> framestart, framerate, flLife, etc mean.  If i try to run with just 0
> values and make a beam, nothing happens, if i try to put a 1 in model
> index the game will crash when i make a beam.  does anyone have any
> info on how to use this?
>
>
>
> On 8/30/07, LDuke <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > There is also a beam in the IEffects interface
> (IEFFECTS_INTERFACE_VERSION)
> > that might work for you given the right material.
> >
> > If that would work, it's much easier than scanning memory for a function
> > that calls the ITempEntsSystem and trying to copy the pointer for the
> > tempents instance.
> >
> >
> > On 8/30/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > You need to hard link with the ITempEntsSystem instance. You can learn
> > > more
> > > at http://wiki.alliedmods.net/Signature_Scanning , although it's much
> > > easier
> > > if it's done on Linux only since there are symbol tables.
> > > --
> > >
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> > >
> > >
> > --
> >
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>
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>


--
-omega
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