BeamCustom
This is simply here just to add a simple way of making the est_effect 10 into python syntax. It contains all the parameters as the est_effect
The correct syntax is:
wcs.Effect().BeamCustom(<identifier>, <delay> , <model> , <x> , <y> , <z> , <x1> , <y1> , <z1> , <life>, <start width>, <end width> , <r> , <g> , <b>, <a>)
- Identifier - '#a','#c','#t' etc.. Who the beam will be shown to... It uses EST's player identifier's syntax
- Delay - How long before the effect will be shown
- Model - The model of the effect
- x, y, z - The starting co-ords of the beam
- x1, y1, z1 - The ending co-ords of the beam
- Life - How long the beam will stay in effect
- Start Width - How wide will the beam be when it starts
- End Width - How wide will the beam be when it ends
- Red - Red color of the beam (0 - 255)
- Green - The green color of the beam (0 - 255)
- Blue - The blue color of the beam (0 - 255)
- Alpha - How invisible the beam will be (0 -255)
Example:
def player_hurt(ev):
x,y,z = es.getplayerlocation(ev['userid'])
x1,y1,z1 = es.getplayerlocation(ev['userid'])
wcs.Effect().BeamCustom('#a', 0, 'sprites/lgtning.vmt', x, y, z + 30, x1, y1, z1 + 30, 5, 40, 45, 255, 0, 255, 150)
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