pev->effects
in programming or adding effects
key value in any entity properties in mapping.
const.h
, these are the available effects in the vanilla game.
// entity effects
#define EF_BRIGHTFIELD 1 // swirling cloud of particles
#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
#define EF_DIMLIGHT 8 // player flashlight
#define EF_INVLIGHT 16 // get lighting from ceiling
#define EF_NOINTERP 32 // don't interpolate the next frame
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity
#define EF_NIGHTVISION 256 // player nightvision
#define EF_SNIPERLASER 512 // sniper laser effect
#define EF_FIBERCAMERA 1024 // fiber camera
To use these effects, simply add the effect definition in the pev->effects
argument. (e.g.: pev->effects = EF_BRIGHTLIGHT
)
effects
key value to use these effects for their entities (Turn off Smart Edit first). The entities must be brushed-tied (usually starts with prefix func_
and must be tied with an origin
texture, similar to doors, or else its origin will be the map origin. Some point entities may also accept an effects
keyvalue, with the same effect applied to them. Example of the effects:
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Yes.
EF_INVLIGHT (16)
andEF_LIGHT (64)
works on point entities.It'd be useful to do further testing and create a table of which effects works on which type of entity.