-- [ 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. > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders