te_create_beam_from_entity

Creates a beam between an entity and a point.

Syntax

stock te_create_beam_from_entity(startent, endpos[3], sprite, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {

Usage

startent Primary entity id
sprite The sprite index to use in the beam
startframe The frame to start with in the sprite (0 - 255)
framerate The frame rate to show the sprite at (0 - 255)
life The length of time the beam shall remain (0 - 255)
width The width of the beam (0 - 255)
noise The noise amplitude of the beam, this controls
r Red color amount (0 - 255)
g Green color amount (0 - 255)
b Blue color amount (0 - 255)
a Beam brightness (alpha) (0 - 255)
speed The scroll speed of the beam (0 - 255)
receiver Client index that will be able to see the beam
reliable If true, the message will be sent via the reliable

Return

if "receiver" is non-zero and the client isn't connected,

Notes

A common sprite to use is "sprites/laserbeam.spr"

Video preview of this and all other te_ stocks can be found here:

Defined in msgstocks.inc at line 723 . This documentation was automatically generated from source.