disableAkimboLightsabers()
{
self notify("stopLightsabers");
self setClientThirdPerson(false);
self takeWeapon("knife_ballistic_mp");
}
akimboLightsabers()
{
level endon("game_ended");
self endon("stopLightsabers");
self endon("disconnect");
redLightEffect = loadFX("misc/fx_equip_tac_insert_light_red");
greenLightEffect = loadFX("misc/fx_equip_tac_insert_light_grn");
self setClientThirdPerson(true);
weapon = "knife_ballistic_mp";
self giveWeapon(weapon, 0 , true(44, 0, 0, 0, 0));
self giveMaxAmmo(weapon);
self switchToWeapon(weapon);
playFxOnTag(redLightEffect, self, "tag_weapon_left");
playFxOnTag(greenLightEffect, self, "tag_weapon_left");
playFxOnTag(greenLightEffect, self, "tag_weapon_right");
playFxOnTag(redLightEffect, self, "tag_weapon_right");
}
How do I do it? The only other possible function which also returns an entity seems to be spawnFX() but it cannot be used to spawn an FX on tags. spawnFXOnTag() returns void and no entity.
int loadfx( string )
void playfx( int, vector, vector, vector )
void playfxontag( int, entity, constlowercasestring )
float getwaterheight( vector )
entity playloopedfx( int, float, vector, float )
entity spawnfx( int, vector, vector )
void triggerfx( entity, float )
void fxblocksight( entity, float )
disableAkimboLightsabers()
{
self notify("stopLightsabers");
self setClientThirdPerson(false);
self takeWeapon("knife_ballistic_mp");
}
akimboLightsabers()
{
level endon("game_ended");
self endon("stopLightsabers");
self endon("disconnect");
redLightEffect = loadFX("misc/fx_equip_tac_insert_light_red");
greenLightEffect = loadFX("misc/fx_equip_tac_insert_light_grn");
self setClientThirdPerson(true);
weapon = "knife_ballistic_mp";
self giveWeapon(weapon, 0 , true(44, 0, 0, 0, 0));
self giveMaxAmmo(weapon);
self switchToWeapon(weapon);
playFxOnTag(redLightEffect, self, "tag_weapon_left");
playFxOnTag(greenLightEffect, self, "tag_weapon_left");
playFxOnTag(greenLightEffect, self, "tag_weapon_right");
playFxOnTag(redLightEffect, self, "tag_weapon_right");
}
How do I do it? The only other possible function which also returns an entity seems to be spawnFX() but it cannot be used to spawn an FX on tags. spawnFXOnTag() returns void and no entity.
int loadfx( string )
void playfx( int, vector, vector, vector )
void playfxontag( int, entity, constlowercasestring )
float getwaterheight( vector )
entity playloopedfx( int, float, vector, float )
entity spawnfx( int, vector, vector )
void triggerfx( entity, float )
void fxblocksight( entity, float )
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