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Author Topic: Effects by AvasT  (Read 259 times)
HOLLIDAY
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of all the things ive lost i miss my mind the most


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« Reply #15 on: December 30, 2009, 07:37:57 AM »

this was my code,

would have to remember where and what the other codes are....

Code
GeSHi (eventscripts):
es_xset entityCount 0
es_xset mySmokeName ""
es_xformatv mySmokeName "smoke_%1" entityCount
es_give server_var(selected_player) env_Smokestack
es est_SetEntName server_var(eventscripts_lastgive) server_var(mySmokeName)
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "basespread 14"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "spreadspeed 5"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "speed 30"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "startsize 1"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "endsize 5"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "rate 50"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "jetlength 100"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "twist 40"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "smokematerial sprites/strider_blackball.vmt"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "angles 0 0 0"
es_fire server_var(selected_player) server_var(mySmokeName) addoutput "rendercolor 5 255 158"
es_fire server_var(selected_player) server_var(mySmokeName) turnon
es_xset est_x3 0
es_xset est_y3 0
es_xset est_z3 0
es_xset est_x4 0
es_xset est_y4 0
es_xset est_z4 0
es_getplayerlocation est_x1 est_y1 est_z1 server_var(selected_player)
es_getplayerlocation est_x2 est_y2 est_z2 server_var(selected_player)
es_getplayerlocation est_x3 est_y3 est_z3 server_var(selected_player)
es_getplayerlocation  est_x4 est_y4 est_z4 server_var(selected_player)
es_xmath est_y1 - 25
es_xmath est_y2 - 25
es_xmath est_y3 - 25
es_xmath est_y4 - 25
es_xmath est_x1 - 25
es_xmath est_x2 - 25
es_xmath est_x3 - 25
es_xmath est_x4 - 25
es_xmath est_z2 + 100
es_xmath est_z3 + 100
es est_Effect 3 #a .1 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x2) server_var(est_y2) server_var(est_z2) 10 2 2 255 255 255 255
es_xmath est_x2 + 50
es_xmath est_x1 + 50
es_xmath est_x2 - 25
es_xmath est_x1 - 25
es est_Effect 3 #a 0.2 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x2) server_var(est_y2) server_var(est_z2) 10 2 2 255 255 255 255
es_xmath est_x2 + 25
es_xmath est_x1 + 25
es est_Effect 3 #a 0.2 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x2) server_var(est_y2) server_var(est_z2) 10 2 2 255 255 255 255
es_xmath est_y2 + 50
es_xmath est_y1 + 50
es est_Effect 3 #a 0.3 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x2) server_var(est_y2) server_var(est_z2) 10 2 2 255 255 255 255
es_xmath est_y2 - 25
es_xmath est_y1 - 25
es est_Effect 3 #a 0.3 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x2) server_var(est_y2) server_var(est_z2) 10 2 2 255 255 255 255
es_xmath est_y2 + 25
es_xmath est_y1 + 25
es_xmath est_x2 - 50
es_xmath est_x1 - 50
es est_Effect 3 #a 0.4 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x2) server_var(est_y2) server_var(est_z2) 10 2 2 255 255 255 255
es est_Effect 3 #a 0.5 effects/bluelaser1.vmt server_var(est_x2) server_var(est_y2) server_var(est_z2) server_var(est_x3) server_var(est_y3) server_var(est_z3) 10 2 2 255 255 255 255
es_xmath est_y4 + 50
es_xmath est_x4 + 50
es_xmath est_z4 + 100
es_xmath est_z1 + 100
es est_Effect 3 #a 0.6 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x4) server_var(est_y4) server_var(est_z4) 10 2 2 255 255 255 255
es_xmath est_y1 - 50
es_xmath est_x1 + 50
es est_Effect 3 #a 0.7 effects/bluelaser1.vmt server_var(est_x1) server_var(est_y1) server_var(est_z1) server_var(est_x4) server_var(est_y4) server_var(est_z4) 10 2 2 255 255 255 255
es est_Effect 3 #a 0.7 effects/bluelaser1.vmt server_var(est_x3) server_var(est_y3) server_var(est_z3) server_var(est_x1) server_var(est_y1) server_var(est_z1) 10 2 2 255 255 255 255
}
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gimik
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« Reply #16 on: December 30, 2009, 08:02:09 AM »

which one was that for?
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« Reply #17 on: December 30, 2009, 03:06:07 PM »

which one was that for?
The blue box
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AvasT
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doug_tiozao
« Reply #18 on: December 30, 2009, 03:43:24 PM »

I'm at my PS3 right now and going to the supermarket tobuy new year things, when i come back i'll post all my codes and thanks HOLLIDAY for posting my favorite effect!!!!!
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gimik
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« Reply #19 on: December 30, 2009, 07:58:40 PM »

Haha Thanks Holliday!
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AvasT
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doug_tiozao
« Reply #20 on: January 01, 2010, 12:03:57 AM »

Beam Rings:
Code:
block effects
{                                                                                                 
es_xset raio_s 0
es_xset raio_e 0
es_xset vermelho 0
es_xset verde 0
es_xset azul 0
es_rand vermelho 1 255
es_rand verde 1 255
es_rand azul 1 255
es_rand raio_s 100 400
es_rand raio_e 200 500
es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_math wcs_z1 - 40
es est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 2 10 10 0 153 0 0 255 1
es_math wcs_z1 + 20
es_delayed 1 est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 3 10 10 0 server_var(vermelho) server_var(verde) server_var(azul) 255 1
es_math wcs_z1 + 20
es_delayed 1 est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 4 10 10 0 server_var(vermelho) server_var(verde) server_var(azul) 255 1
es_math wcs_z1 + 20
es_delayed 1 est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 5 10 10 0 server_var(vermelho) server_var(verde) server_var(azul) 255 1
es_math wcs_z1 + 20
es_delayed 1 est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 6 10 10 0 server_var(vermelho) server_var(verde) server_var(azul) 255 1
es_math wcs_z1 + 20
es_delayed 1 est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 7 10 10 0 server_var(vermelho) server_var(verde) server_var(azul) 255 1
es_math wcs_z1 + 40
es_delayed 1 est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 7 10 10 0 server_var(vermelho) server_var(verde) server_var(azul) 255 1
es_math wcs_z1 + 40
es_delayed 1 est_effect 10 #a 0 effects/fire_cloud1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(raio_s) server_var(raio_e) 7 10 10 0 server_var(vermelho) server_var(verde) server_var(azul) 255 1
}

Lightings:

Code:
block raios
{
es_xset vector1 wcs_z1
es_xset vector2 wcs_z2
es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
es_math wcs_z1 + 200
es_math wcs_z2 + 400
es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
es est_Effect_06 #a 0 sprites/lgtning.vmt server_var(vector1) server_var(vector2) 80 3 15 1 10 10 255 255 255 255 100
es est_effect 10 #a 0 sprites/physring1.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 100 500 4 17 10 1 255 255 255 255 10
}

Bubbles + Water
Code:
block bolhas
{
es_xset vector1 wcs_z1
es_xset vector2 wcs_z2
es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
es est_Effect_14 #a 0 effects/bubble.vmt server_var(vector1) server_var(vector2) 1000 50 100
es_trick dispatcheffect event_var(userid) WaterSurfaceExplosion 7
}

That's all i found in my new pc, my old one broke Sad
And new effects that i'll post the code only if holliday post his codes xD Cheesy
Or the sprite Smiley
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Doug
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« Reply #21 on: January 01, 2010, 12:12:03 AM »

Really Nice effects, they look pretty good!
And Thanks for the codes xD
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AvasT
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doug_tiozao
« Reply #22 on: January 01, 2010, 12:16:07 AM »

Thank you Smiley
More>>>>>>>>>>
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AvasT
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doug_tiozao
« Reply #23 on: January 01, 2010, 12:18:27 AM »

And more....
And that's it for today xD
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Volkano,
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[RankBr] Volkano
Don't have
« Reply #24 on: January 01, 2010, 03:37:16 AM »

Feliz Ano novo avast  Wink
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AvasT
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doug_tiozao
« Reply #25 on: January 01, 2010, 04:52:03 AM »

vlww pra tu tambem, muitas felicidades, to com o pc td fudidu Sad
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el lips
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eelip
« Reply #26 on: January 01, 2010, 01:34:19 PM »

Naic ones avast  Cheesy Cheesy Cheesy but was just wondering were to put effects blocks???;OOO
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AvasT
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doug_tiozao
« Reply #27 on: January 01, 2010, 08:09:39 PM »

Thanks, do the same as me, i created a folder in eventscripts folder called effects, then put a notepad called es_effects inside of it, then put the blocks there, in a race use a es_doblock effects/blockname Smiley
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el lips
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eelip
« Reply #28 on: January 01, 2010, 08:55:14 PM »

ty avast...   xdd

EDIT: i tried it but didnt workd out  Huh
« Last Edit: January 02, 2010, 01:46:16 PM by el lips » Logged
AvasT
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doug_tiozao
« Reply #29 on: January 02, 2010, 08:02:31 PM »

O_o", what name you put in the notepad and in the folder?
And how is your es_doblock?
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