Okay, I'm going to come back to my mod here.
So, for the spikes, some of you may be familiar that you are able to put up to 30 spikes in a level per player to set traps and stuff.
This obviously posed a problem, as the more the entities the more the packet size. I decided to re-engineer the weapon to only place 5, but they do more damage that a single spike. I decided to switch the model of the spike with the vore-ball, as a bigger target makes sense for something that does more damage.
My problem arises once you realize that the vore-ball model has effects on it that make it glow and all of that magical shit. That ruins the gameplay of the spikes, as they are supposed to be subtle and not draw attention, and the glow makes it obvious where it is. So, my question is if it's possible to send an ent_message or something to disable the effects on the entity carrying the model? If it can be done, what are some other models that I could use that I haven't thought of? If nothing works, I will just revert to the standard spike.
So, for the spikes, some of you may be familiar that you are able to put up to 30 spikes in a level per player to set traps and stuff.
This obviously posed a problem, as the more the entities the more the packet size. I decided to re-engineer the weapon to only place 5, but they do more damage that a single spike. I decided to switch the model of the spike with the vore-ball, as a bigger target makes sense for something that does more damage.
My problem arises once you realize that the vore-ball model has effects on it that make it glow and all of that magical shit. That ruins the gameplay of the spikes, as they are supposed to be subtle and not draw attention, and the glow makes it obvious where it is. So, my question is if it's possible to send an ent_message or something to disable the effects on the entity carrying the model? If it can be done, what are some other models that I could use that I haven't thought of? If nothing works, I will just revert to the standard spike.
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