Hello, firstly I'd like to apologize for my bad english
but im trying to do my best to this tutorial be understandable.
Well, in this tutorial, i'll be teaching you how to use es_xmath on your effects.
But, to do this, you need to have complete knowledge of basic (or advanced) effects making, in the tutorial made by AvasT. You will find this tutorial right here, on the Tutorials Section.
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So, let's start
But Vipper, what is es_math ?
es_math (or es_xmath) is a command that modify the "position" in which the effect is displayed. For example, if you want the effect to go a little bit forward, you use the es_math on a coordinate, if you want it to go a little bit to the left, you use it in another coordinate. I'll explain it better down here..
The difference between es_math and es_xmath, is that es_xmath do not expand variables.
As you know, there are the coords:
X, Y and Z and everyone of those coords have a "direction"
The X Coord goes Left and Right
The Y Coord goes Forward and Backward
The Z Coord goes Up and Down
The es_math on the effects, adds values to those coords, Modifying the effects possition.
E.g.
Remember that you need get the player's location before using the es_math/es_xmath
Example of a effect using es_math
Note: This beam ring will go 60 units of measurement forward and 20 to the Left.
In other words, it goes a little further ahead and to the left.
Note²:Remember that ; will separate the commands.
I think that's it.
Thank you for reading, any questions you might have, fell free to ask.
Bye
but im trying to do my best to this tutorial be understandable.Well, in this tutorial, i'll be teaching you how to use es_xmath on your effects.
But, to do this, you need to have complete knowledge of basic (or advanced) effects making, in the tutorial made by AvasT. You will find this tutorial right here, on the Tutorials Section.
-------------------------------------------
So, let's start
But Vipper, what is es_math ?
es_math (or es_xmath) is a command that modify the "position" in which the effect is displayed. For example, if you want the effect to go a little bit forward, you use the es_math on a coordinate, if you want it to go a little bit to the left, you use it in another coordinate. I'll explain it better down here..
The difference between es_math and es_xmath, is that es_xmath do not expand variables.
As you know, there are the coords:
X, Y and Z and everyone of those coords have a "direction"
The X Coord goes Left and Right
The Y Coord goes Forward and Backward
The Z Coord goes Up and Down
The es_math on the effects, adds values to those coords, Modifying the effects possition.
E.g.
Code: [Select]
es_xmath wcs_x1 + 20This one, is adding 20 Units of measurement of the game to the X coord, forcing it to go to the rightCode: [Select]
es_xmath wcs_x1 - 20Same thing from above, but it is forcing the effect to go to the LeftCode: [Select]
es_xmath wcs_y1 + 30This one is adding 30 units of measurement of the game to the Y coord, forcing it to go ForwardCode: [Select]
es_xmath wcs_y1 - 30Same thing from above, but it is forcing the effect to go BackwardCode: [Select]
es_xmath wcs_z1 + 10This one is adding 10 units of measurement of the game to the Z coord, forcing the effect to go UPCode: [Select]
es_xmath wcs_z1 - 10Same thing from above, but is forcing the effect to go DownRemember that you need get the player's location before using the es_math/es_xmath
Example of a effect using es_math
Code: [Select]
es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es_xmath wcs_y1 + 60;es_xmath wcs_x1 - 20;es est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 50 450 4 9 120 5 255 144 0 255 1(Beam Ring)Note: This beam ring will go 60 units of measurement forward and 20 to the Left.
In other words, it goes a little further ahead and to the left.
Note²:Remember that ; will separate the commands.
I think that's it.
Thank you for reading, any questions you might have, fell free to ask.
Bye


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