引用 | 編輯
adi37545vfg
2014-07-23 15:20 |
樓主
▼ |
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x0
我想讓這個sprite_ent按瞄準的方向跟角度飛出去下面這樣我試過只會往同一方向.... 請問一下該怎麼辦... 複製程式 new sprite_ent = create_entity("env_sprite") entity_set_string( sprite_ent, EV_SZ_classname, "zzzzz") entity_set_model( sprite_ent, Hand) entity_set_edict( sprite_ent, EV_ENT_owner, id) entity_set_size( sprite_ent, Float:{-3.1, -3.1, -3.1}, Float:{3.1, 3.1, 3.1}) entity_set_int( sprite_ent, EV_INT_rendermode, kRenderTransAdd) entity_set_float( sprite_ent, EV_FL_renderamt, 600.0 ) entity_set_float( sprite_ent, EV_FL_framerate, 50.0 ) entity_set_float( sprite_ent, EV_FL_scale, 0.7 ) entity_set_int( sprite_ent, EV_INT_spawnflags, SF_SPRITE_STARTON) entity_set_int( sprite_ent, EV_INT_movetype, MOVETYPE_FLY) entity_set_int( sprite_ent, EV_INT_solid, SOLID_BBOX) new Float:fAim[3],Float:fAngles[3],Float:fOrigin[3]; velocity_by_aim(id,64,fAim) vector_to_angle(fAim,fAngles) entity_get_vector( id, EV_VEC_origin, fOrigin) fOrigin[0] += fAim[0] fOrigin[1] += fAim[1] fOrigin[2] += fAim[2] entity_set_vector( sprite_ent, EV_VEC_origin, fOrigin) entity_set_vector( sprite_ent, EV_VEC_angles, fAngles) new Float:fVel[3] velocity_by_aim(id, 100, fVel) entity_set_vector( sprite_ent, EV_VEC_velocity, fVel) x0
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引用 | 編輯
弒血
2014-07-24 03:52 |
1樓
▲ |
下面是引用 adi37545vfg 於 2014-07-23 15:20 發表的 插件問題: new sprite_ent = create_entity("env_sprite") entity_set_string( sprite_ent, EV_SZ_classname, "zzzzz") entity_set_model( sprite_ent, Hand) entity_set_edict( sprite_ent, EV_ENT_owner, id) entity_set_size( sprite_ent, Float:{-3.1, -3.1, -3.1}, Float:{3.1, 3.1, 3.1}) entity_set_int( sprite_ent, EV_INT_rendermode, kRenderTransAdd) entity_set_float( sprite_ent, EV_FL_renderamt, 600.0 ) entity_set_float( sprite_ent, EV_FL_framerate, 50.0 ) entity_set_float( sprite_ent, EV_FL_scale, 0.7 ) entity_set_int( sprite_ent, EV_INT_spawnflags, SF_SPRITE_STARTON) entity_set_int( sprite_ent, EV_INT_movetype, MOVETYPE_FLY) entity_set_int( sprite_ent, EV_INT_solid, SOLID_BBOX) //fakemeta.inc new Float:angles[3], Float:origin[3], Float:velocity[3]; pev(id, pev_angles, angles); pev(id, pev_origin, origin); velocity_by_aim(id, 64, velocity); velocity[0] = origin[0] + velocity[0]; velocity[1] = origin[1] + velocity[1] velocity[2] = origin[2] + velocity[2]; set_pev(sprite_ent, pev_angles, angles); set_pev(sprite_ent, pev_velocity, velocity); x1 |