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. Example of the effects:
You must log in to post a comment. You can login or register a new account.
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.