Sure.
PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <cromchat>
#include <fakemeta>
#include <fun>
#include <msgstocks>
#if AMXX_VERSION_NUM < 183
#include <dhudmessage>
#endif
#define rnd random(256)
#pragma unused lightning
new pos1[3] = {358, 2048, -53}, ent1
new pos2[3] = {390, 2527, -82}, ent2
new beam, rec, menu, page, unused, explosion, smoke
new lightning, ball, flame, glow, bubbles
public plugin_precache()
{
beam = precache_model("sprites/laserbeam.spr")
explosion = precache_model("sprites/zerogxplode.spr")
smoke = precache_model("sprites/steam1.spr")
lightning = precache_model("sprites/lgtning.spr")
ball = precache_model("models/xtcs/ball.mdl")
flame = precache_model("sprites/flame.spr")
glow = precache_model("sprites/glow01.spr")
bubbles = precache_model("sprites/bubble.spr")
}
public act(id)
{
menu_display(id, menu, clamp(page, .max = menu_pages(menu) - 1))
return PLUGIN_HANDLED
}
public plugin_init()
{
register_plugin("TE_TESTING", "1.0", "OciXCrom")
register_concmd("act", "act")
register_concmd("set", "set")
register_clcmd("set1", "set1")
register_clcmd("set2", "set2")
register_clcmd("switch", "switchit")
menu = menu_create("Temporary entity effects list", "menuhandler")
menu_additem(menu, "te_create_beam_between_points")
menu_additem(menu, "te_create_beam_from_entity")
menu_additem(menu, "te_create_gunshot")
menu_additem(menu, "te_create_explosion")
menu_additem(menu, "te_create_tar_explosion")
menu_additem(menu, "te_create_smoke")
menu_additem(menu, "te_create_tracer")
menu_additem(menu, "te_create_beam_between_entities")
menu_additem(menu, "te_create_sparks")
menu_additem(menu, "te_create_lava_splash")
menu_additem(menu, "te_create_teleport_splash")
menu_additem(menu, "te_create_colored_explosion")
menu_additem(menu, "te_place_decal_from_bsp_file")
menu_additem(menu, "te_create_implosion")
menu_additem(menu, "te_create_model_trail")
menu_additem(menu, "te_display_additive_sprite")
menu_additem(menu, "te_create_beam_sprite")
menu_additem(menu, "te_create_beam_ring")
menu_additem(menu, "te_create_beam_disk")
menu_additem(menu, "te_create_beam_cylinder")
menu_additem(menu, "te_create_following_beam")
menu_additem(menu, "te_display_glow_sprite")
menu_additem(menu, "te_create_beam_ring_between_entities")
menu_additem(menu, "te_create_tracer_shower")
menu_additem(menu, "te_create_dynamic_light")
menu_additem(menu, "te_create_entity_light")
menu_additem(menu, "te_draw_line")
menu_additem(menu, "te_create_box")
menu_additem(menu, "te_remove_all_beams_from_entity")
menu_additem(menu, "te_create_large_funnel")
menu_additem(menu, "te_create_bloodstream")
menu_additem(menu, "te_draw_blood_line")
menu_additem(menu, "te_spray_blood")
menu_additem(menu, "te_place_brush_decal")
menu_additem(menu, "te_create_bouncing_model")
menu_additem(menu, "te_create_explode_model")
menu_additem(menu, "te_create_break_model")
menu_additem(menu, "te_place_gunshot_decal")
menu_additem(menu, "te_create_sprite_spray")
menu_additem(menu, "te_create_armor_ricochet")
menu_additem(menu, "te_place_player_spray")
menu_additem(menu, "te_create_bubble_box")
menu_additem(menu, "te_create_bubble_line")
menu_additem(menu, "te_display_falling_sprite")
menu_additem(menu, "te_place_world_decal")
menu_additem(menu, "te_create_projectile")
menu_additem(menu, "te_create_sprite_shower")
menu_additem(menu, "te_emit_sprite_from_player")
menu_additem(menu, "te_create_particle_burst")
menu_additem(menu, "te_create_fire_field")
menu_additem(menu, "te_attach_model_to_player")
menu_additem(menu, "te_remove_all_player_attachments")
menu_additem(menu, "te_create_multi_gunshot")
menu_additem(menu, "te_create_user_tracer")
menu_additem(menu, "draw_ammo_pickup_icon")
menu_additem(menu, "draw_weapon_pickup_icon")
menu_additem(menu, "draw_status_icon")
menu_additem(menu, "draw_train_controls")
menu_additem(menu, "send_geiger_signal")
menu_additem(menu, "hide_hud_elements")
menu_additem(menu, "fade_user_screen")
menu_additem(menu, "shake_user_screen")
menu_additem(menu, "set_user_fov")
menu_additem(menu, "cs_draw_progress_bar")
menu_additem(menu, "cs_play_reload_sound")
menu_additem(menu, "cs_set_hud_icon")
menu_additem(menu, "cs_set_user_shadow")
}
public menuhandler(id, menu, item)
{
if(!is_user_connected(id))
return
new upos[3], vpos[3]
get_user_origin(id, upos)
get_user_origin(id, vpos, 3)
player_menu_info(id, unused, unused, page)
switch(item)
{
case 0: te_create_beam_between_points(pos1, pos2, beam, .r = rnd, .g = rnd, .b = rnd)
case 1: te_create_beam_from_entity(ent1, vpos, beam, .r = rnd, .g = rnd, .b = rnd)
case 2: te_create_gunshot(vpos)
case 3: te_create_explosion(vpos, explosion)
case 4: te_create_tar_explosion(vpos)
case 5: te_create_smoke(vpos, smoke)
case 6: te_create_tracer(upos, vpos)
case 7: te_create_beam_between_entities(ent1, ent2, beam, .r = rnd, .g = rnd, .b = rnd)
case 8: te_create_sparks(vpos)
case 9: te_create_lava_splash(vpos)
case 10: te_create_teleport_splash(vpos)
case 11: te_create_colored_explosion(vpos, 0, 0)
case 12: te_place_decal_from_bsp_file(vpos, rec)
case 13: te_create_implosion(vpos)
case 14: te_create_model_trail(upos, vpos, ball)
case 15: te_display_additive_sprite(vpos, flame)
case 16: te_create_beam_sprite(upos, vpos, beam, flame)
case 17: te_create_beam_ring(vpos, beam, .r = rnd, .g = rnd, .b = rnd)
case 18: te_create_beam_disk(vpos, beam, .r = rnd, .g = rnd, .b = rnd)
case 19: te_create_beam_cylinder(vpos, beam, .r = rnd, .g = rnd, .b = rnd)
case 20: te_create_following_beam(id, beam, .r = rnd, .g = rnd, .b = rnd)
case 21: te_display_glow_sprite(vpos, glow)
case 22: te_create_beam_ring_between_entities(ent1, ent2, beam, .r = rnd, .g = rnd, .b = rnd)
case 23: te_create_tracer_shower(vpos, _, rnd, 16)
case 24: te_create_dynamic_light(vpos, .r = rnd, .g = rnd, .b = rnd)
case 25: te_create_entity_light(ent1, .r = rnd, .g = rnd, .b = rnd)
case 26: te_draw_line(upos, vpos, .r = rnd, .g = rnd, .b = rnd)
case 27: te_create_box(upos, vpos, .r = rnd, .g = rnd, .b = rnd)
case 28: te_remove_all_beams_from_entity(id)
case 29: te_create_large_funnel(vpos, glow)
case 30: te_create_bloodstream(vpos, .color = rnd)
case 31: te_draw_blood_line(upos, vpos)
case 32: te_spray_blood(vpos)
case 33: te_place_brush_decal(vpos, ent1, rec)
case 34: te_create_bouncing_model(vpos, ball, .bouncesound = BounceSound_ShotShell)
case 35: te_create_explode_model(vpos, ball)
case 36: te_create_break_model(vpos, ball, .flags = BreakModel_Flesh)
case 37: te_place_gunshot_decal(vpos)
case 38: te_create_sprite_spray(vpos, beam)
case 39: te_create_armor_ricochet(vpos)
case 40: te_place_player_spray(vpos, id)
case 41: te_create_bubble_box(vpos, vpos, bubbles)
case 42: te_create_bubble_line(pos1, pos2, bubbles)
case 43: te_display_falling_sprite(vpos, ball, ball, rnd, rec)
case 44: te_place_world_decal(vpos, rec)
case 45: te_create_projectile(vpos, {50,50,50}, ball)
case 46: te_create_sprite_shower(vpos, flame)
case 47: te_emit_sprite_from_player(ent1, ball)
case 48: te_create_particle_burst(vpos)
case 49: te_create_fire_field(vpos, flame, .flags = TEFIRE_FLAG_ALPHA)
case 50: te_attach_model_to_player(ent1, ball)
case 51: te_remove_all_player_attachments(ent1)
case 52: te_create_multi_gunshot(upos, vpos)
case 53: te_create_user_tracer(upos, vpos, 20, 2, 5)
case 54: draw_ammo_pickup_icon(id, rec, 69)
case 55: draw_weapon_pickup_icon(id, rec)
case 56: draw_status_icon(id, "d_ump45", StatusIcon_Show, rnd, rnd, rnd)
case 57: draw_train_controls(id, TrainControls_Medium)
case 58: send_geiger_signal(id, rec)
case 59: hide_hud_elements(rec, HideElement_Money, true)
case 60: fade_user_screen(id, .r = rnd, .g = rnd, .b = rnd)
case 61: shake_user_screen(id)
case 62: set_user_fov(id, rec)
case 63: cs_draw_progress_bar(id, rec)
case 64: cs_play_reload_sound(id)
case 65: cs_set_hud_icon(id, 1, "d_ump45", rec, 4, 2)
case 66: cs_set_user_shadow(id, rec)
}
new iname[64], unused, szunused[2]
menu_item_getinfo(menu, item, unused, szunused, unused, iname, charsmax(iname), unused)
set_dhudmessage(rnd, rnd, rnd, -1.0, 0.85, 0, 0.2, 1.0, 0.1, 0.1)
show_dhudmessage(id, iname)
if(item != MENU_EXIT)
act(id)
}
public set(id)
{
new szPlayer[32]
read_argv(1, szPlayer, charsmax(szPlayer))
rec = str_to_num(szPlayer)
CromChat(id, "Receiver set to &x04%i", rec)
return PLUGIN_HANDLED
}
public set1(id)
{
get_user_aiming(id, ent1, unused)
if(pev_valid(ent1))
CromChat(id, "&x06Primary entity set to &x04%i", ent1)
else
{
get_user_origin(id, pos1, 3)
CromChat(id, "&x06Primary position set at &x04%i %i %i", pos1[0], pos1[1], pos1[2])
}
return PLUGIN_HANDLED
}
public set2(id)
{
get_user_aiming(id, ent2, unused)
if(pev_valid(ent2))
CromChat(id, "&x07Secondary entity set to &x04%i", ent2)
else
{
get_user_origin(id, pos2, 3)
CromChat(id, "&x07Secondary position set at &x04%i %i %i", pos2[0], pos2[1], pos2[2])
}
return PLUGIN_HANDLED
}
public switchit(id)
{
new oldbeam = beam
new oldball = ball
beam = oldball
ball = oldbeam
CromChat(id, "Switch successfull!")
return PLUGIN_HANDLED
}
Ignore the bad coding style. The command that opens the menu is "act". Use "set1" and "set2" to change the position/entity.