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Author Topic: thermo goggles - limiting effects  (Read 217 times)
seconds
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« on: April 27, 2008, 08:09:04 PM »

i found a link on this forum to a site that brought me to this addon to wcs

http://addons.eventscripts.com/addons/view/thermal

i just wanted to know if there was a way to set up the thermo goggle effect without it becoming a wall hack...

in essence make all visible people glow but having the glow effect not penetrate walls

also i would like to know if it would be possible to change the colors that the effect make things glow (having the ambient objects hued blue insted of red and all characters red)
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KaBoom
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Sorta know Python. . .



famaskaboom
« Reply #1 on: April 28, 2008, 12:59:05 AM »

Ummm yeah, there is a way. The only thing that makes it seen through walls is the model (I believe), change the model by editing this line:
Code:
see_thru_walls_sprite = es.ServerVar("see_thru_walls_sprite", "effects/strider_bulge_dudv_dx60.vmt", "Special seen thru walls sprites")
To something like:
Code:
see_thru_walls_sprite = es.ServerVar("see_thru_walls_sprite", "sprites/purpleglow1.vmt", "Special seen thru walls sprites")

As I'm not exactly sure of the syntax or whatever of ESP effects using est.effect, I'm not sure exactly how to make it red, but I believe that would be achieved by editing some of the numbers toward the end of this line (whichever ones are RGB) to 255 0 0. I'm referring to the line of code I copied below.

Code:
#<x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
#es.server.queuecmd('est_effect 10 %s 0 %s %s %s %s 30 50 0.1 50 0 0 255 100 100 255 0' % (userid, see_thru_walls_sprite, x, y, z + 50))
est.effect(11, userid, 0,see_thru_walls_sprite, x, y, z + 20, refresh_rate, 1, "%i"%alpha)

Hope the non-Python coder helped. 
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« Reply #2 on: April 28, 2008, 01:05:47 AM »

yes very much ty
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Bob
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« Reply #3 on: September 22, 2008, 07:29:49 PM »

So how would you put this into a skill

plz reply that would be great

Bob
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December 03, 2008, 12:45:48 PM
@ bombkill : all mods should be compatible with WCS... but we can't be sure
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