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  3. [Support] Code for distance meter for trickshots?

[Support] Code for distance meter for trickshots?

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  • Duui YTundefined Offline
    Duui YTundefined Offline
    Duui YT
    wrote on last edited by Duui YT
    #21

    so i did do some research on it but can't get it. so this what happens when i die it says (X m away) and not when i kill someone so when i die it says it so how can i make it not say it when i die and i did try calling it on onplayerdamge but that did not work

    Sassundefined 1 Reply Last reply
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    • Sassundefined Offline
      Sassundefined Offline
      Sass Plutonium Staff
      replied to Duui YT on last edited by
      #22

      If you want it to show when you kill someone, then don't remove attacker, simple as that. If you want it to show for everyone, maybe do something like a foreach(player in level.players) and use player instead of attacker ?

      I don't know, there are plenty of ways to do this, you have to give it more thought than that.

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      • Duui YTundefined Offline
        Duui YTundefined Offline
        Duui YT
        wrote on last edited by
        #23

        so i did do some research on how to use foreach. so i did it like this still the same thing

        onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration)
        {
            foreach(player in level.players)
            {
                thread [[level.onkillscore]] (einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
                // ^ this is here so you can still score normally
        
                player iPrintLn(int(distance(self.origin, attacker.origin) * 0.0254) + "m away");
            }
        } 
        
        Sassundefined 1 Reply Last reply
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        • Sassundefined Offline
          Sassundefined Offline
          Sass Plutonium Staff
          replied to Duui YT on last edited by Sass
          #24

          The script you've made gives point to every player once you get a kill... This isn't about "doing research" at this point, this is about knowing how to script at all.

          The following should work, but PLEASE take some time to LEARN how to do such simple tweaks :

          onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) 
          {
              thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
              foreach(player in level.players)
              	player iPrintLn( attacker.name + " killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
          }
          
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          • gunjiundefined Offline
            gunjiundefined Offline
            gunji Contributor
            wrote on last edited by
            #25
            This post is deleted!
            birchyundefined mikzyundefined 2 Replies Last reply
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            • birchyundefined Offline
              birchyundefined Offline
              birchy
              replied to gunji on last edited by
              #26

              gunji you can check on player kill whether or not the player/teams score is equal to that of the score required to win the mode.

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              • mikzyundefined Offline
                mikzyundefined Offline
                mikzy Banned
                replied to gunji on last edited by
                #27

                gunji you just check if the attacker is on last, nothing to do with the gameended notify

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