[CODE] hook.Add("RenderScreenspaceEffects", "DrawMonsters", function()
ChamsMat = CreateMaterial("Material", "VertexLitGeneric", { ["$basetexture"] = "models/debug/debugwhite", ["$model"] = 1, ["$ignorez"] = 1 })
for k,v in pairs(player.GetAll()) do
if v != LocalPlayer() and (1000 == 0 or v:GetPos():Distance(LocalPlayer():GetPos()) < 1000) and table.HasValue(Monsters, v) then
cam.Start3D(EyePos(), EyeAngles())
if (v:IsPlayer() and v:Alive() and v:Team() != TEAM_SPECTATOR) then
if v:IsPlayer() then
color = team.GetColor(v:Team())
end
render.SuppressEngineLighting(true)
render.SetColorModulation(color.r/255, color.g/255, color.b/255, 1)
render.MaterialOverride(ChamsMat)
v:DrawModel()
render.SetColorModulation((color.r + 150)/250, (color.g + 150)/250, (color.b + 150)/255, 1)
end
cam.End3D()
end
end
end)[/CODE]
I ripped this from aHack and plan to use it in my server so players can see certain players through walls but as soon as the hook runs all entities turn black even if I remove the hook/join another server. Any way I can make it not do that?
(The table is established earlier in the code)
[del]Let me guess, are you running under sandbox?
[editline]27th November 2015[/editline]
or at the very least a sandbox derived gamemode?[/del]
[editline]27th November 2015[/editline]
whoops, ignore that. I thought you were using stencils.
[QUOTE=TheTechPony;49202114][CODE] hook.Add("RenderScreenspaceEffects", "DrawMonsters", function()
ChamsMat = CreateMaterial("Material", "VertexLitGeneric", { ["$basetexture"] = "models/debug/debugwhite", ["$model"] = 1, ["$ignorez"] = 1 })
for k,v in pairs(player.GetAll()) do
if v != LocalPlayer() and (1000 == 0 or v:GetPos():Distance(LocalPlayer():GetPos()) < 1000) and table.HasValue(Monsters, v) then
cam.Start3D(EyePos(), EyeAngles())
if (v:IsPlayer() and v:Alive() and v:Team() != TEAM_SPECTATOR) then
if v:IsPlayer() then
color = team.GetColor(v:Team())
end
render.SuppressEngineLighting(true)
render.SetColorModulation(color.r/255, color.g/255, color.b/255, 1)
render.MaterialOverride(ChamsMat)
v:DrawModel()
render.SetColorModulation((color.r + 150)/250, (color.g + 150)/250, (color.b + 150)/255, 1)
end
cam.End3D()
end
end
end)[/CODE]
I ripped this from aHack and plan to use it in my server so players can see certain players through walls but as soon as the hook runs all entities turn black even if I remove the hook/join another server. Any way I can make it not do that?
(The table is established earlier in the code)[/QUOTE]
[CODE] hook.Add("RenderScreenspaceEffects", "DrawMonsters", function()
ChamsMat = CreateMaterial("Material", "VertexLitGeneric", { ["$basetexture"] = "models/debug/debugwhite", ["$model"] = 1, ["$ignorez"] = 1 })
for k,v in pairs(player.GetAll()) do
if v != LocalPlayer() and (1000 == 0 or v:GetPos():Distance(LocalPlayer():GetPos()) < 1000) and table.HasValue(Monsters, v) then
cam.Start3D(EyePos(), EyeAngles())
if (v:IsPlayer() and v:Alive() and v:Team() != TEAM_SPECTATOR) then
if v:IsPlayer() then
color = team.GetColor(v:Team())
end
render.SuppressEngineLighting(true)
render.SetColorModulation(color.r/255, color.g/255, color.b/255, 1)
render.MaterialOverride(ChamsMat)
v:DrawModel()
render.SetColorModulation((color.r + 150)/250, (color.g + 150)/250, (color.b + 150)/255, 1)
render.SuppressEngineLighting(false)
end
cam.End3D()
end
end
end)[/CODE]
[QUOTE=Kevlon;49202244][CODE] hook.Add("RenderScreenspaceEffects", "DrawMonsters", function()
ChamsMat = CreateMaterial("Material", "VertexLitGeneric", { ["$basetexture"] = "models/debug/debugwhite", ["$model"] = 1, ["$ignorez"] = 1 })
for k,v in pairs(player.GetAll()) do
if v != LocalPlayer() and (1000 == 0 or v:GetPos():Distance(LocalPlayer():GetPos()) < 1000) and table.HasValue(Monsters, v) then
cam.Start3D(EyePos(), EyeAngles())
if (v:IsPlayer() and v:Alive() and v:Team() != TEAM_SPECTATOR) then
if v:IsPlayer() then
color = team.GetColor(v:Team())
end
render.SuppressEngineLighting(true)
render.SetColorModulation(color.r/255, color.g/255, color.b/255, 1)
render.MaterialOverride(ChamsMat)
v:DrawModel()
render.SetColorModulation((color.r + 150)/250, (color.g + 150)/250, (color.b + 150)/255, 1)
render.SuppressEngineLighting(false)
end
cam.End3D()
end
end
end)[/CODE][/QUOTE]
Thanks a ton!
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