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

[Support] Code for distance meter for trickshots?

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  • Sassundefined Sass

    I also feel so fucking dumb for not posting the right thing. I thought OP wanted a function that detects a player you almost hit and the distance between the impact and the player, not the distance from the player you just killed...


    Edit )
    Here's what you want to do. I also edited my first reply to include this script instead, sorry for the confusion. While I'm at it I included the "more precise" multiplier too since it seems to cause alot of debate for whatever reason.

    Step 1 - Add the following in init() :

    level.onkillscore = level.onplayerkilled;
    level.onplayerkilled = ::onplayerkilled;
    

    Step 2 - Copy the following somewhere in your file :

    onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) 
    {
        thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
        // ^ this is here so you can still score normally
        
        attacker iPrintLn("You killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
    }
    
    Duui YTundefined Offline
    Duui YTundefined Offline
    Duui YT
    wrote on last edited by
    #13

    Sass how to make it so every one sees the message

    Deicideundefined 1 Reply Last reply
    0
    • Duui YTundefined Duui YT

      Sass how to make it so every one sees the message

      Deicideundefined Offline
      Deicideundefined Offline
      Deicide
      wrote on last edited by
      #14

      Duui YT said in [Support] Code for distance meter for trickshots?:

      Sass how to make it so every one sees the message
      Change this

      attacker iPrintLn("You killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
      
      iPrintLn("You killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
      

      To this. You should try experimenting and figuring out some things yourself too 🙂

      Duui YTundefined 1 Reply Last reply
      0
      • Deicideundefined Deicide

        Duui YT said in [Support] Code for distance meter for trickshots?:

        Sass how to make it so every one sees the message
        Change this

        attacker iPrintLn("You killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
        
        iPrintLn("You killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
        

        To this. You should try experimenting and figuring out some things yourself too 🙂

        Duui YTundefined Offline
        Duui YTundefined Offline
        Duui YT
        wrote on last edited by Duui YT
        #15

        Deicide can i do this or it will not work

        iPrintLn("+ self.name +  " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away");
        
        1 Reply Last reply
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        • Duui YTundefined Offline
          Duui YTundefined Offline
          Duui YT
          wrote on last edited by Duui YT
          #16

          it did not work it says it when someone dies not when they get a kill

          Sassundefined 1 Reply Last reply
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          • Duui YTundefined Duui YT

            it did not work it says it when someone dies not when they get a kill

            Sassundefined Offline
            Sassundefined Offline
            Sass
            Plutonium Staff
            wrote on last edited by
            #17

            It does work, I tested it just now. I'm not sure what the problem is.

            1 Reply Last reply
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            • Duui YTundefined Offline
              Duui YTundefined Offline
              Duui YT
              wrote on last edited by Duui YT
              #18

              Sass this is what i do as Deicide told me but it says it when someone dies not when they get a kill

              onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) 
              {
                  thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
                  // ^ this is here so you can still score normally
                  
                  iPrintLn(int(distance(self.origin, attacker.origin)*0.0254) + "m away");
              } 
              
              Cahzundefined Sassundefined 2 Replies Last reply
              0
              • Duui YTundefined Duui YT

                Sass this is what i do as Deicide told me but it says it when someone dies not when they get a kill

                onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) 
                {
                    thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
                    // ^ this is here so you can still score normally
                    
                    iPrintLn(int(distance(self.origin, attacker.origin)*0.0254) + "m away");
                } 
                
                Cahzundefined Offline
                Cahzundefined Offline
                Cahz
                VIP
                wrote on last edited by
                #19

                Duui YT
                When someone dies, does another player not get a kill?
                1 KILL (attacker) = 1 DEATH (self)

                You're literally making no sense when it comes to this. Instead of spamming the forums with questions over and over, how about do some research into the game files and ask YOURSELF, "why is this script behaving like this?" Instead of asking a million questions on the forums. (Which could all be solved on your own if you put a little time into learning)

                I personally don't like the idea of someone running a server that only knows how to copy and paste other people's scripts, but couldn't tell you how any of them work. This is exactly the type of stuff that leads to servers crashing more frequently due to poorly made/unstable scripts being used by someone who doesn't know that it is poorly made/unstable.

                Research GSC there's plenty of information out on the internet.

                1 Reply Last reply
                3
                • Duui YTundefined Duui YT

                  Sass this is what i do as Deicide told me but it says it when someone dies not when they get a kill

                  onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) 
                  {
                      thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration);
                      // ^ this is here so you can still score normally
                      
                      iPrintLn(int(distance(self.origin, attacker.origin)*0.0254) + "m away");
                  } 
                  
                  Sassundefined Offline
                  Sassundefined Offline
                  Sass
                  Plutonium Staff
                  wrote on last edited by Sass
                  #20

                  Backing up on what Cahz , this is basic GSC knowledge. If you're willing to host servers with mods, you should atleast take the time to learn and comprehend how the script works. We could babysit you through the whole process, but that will never play in your favor and you'll be stuck because of the smallest issues such as this one. You can find plenty of resources and even tutorials with enough searching. Please take some time to learn, it will help you alot.

                  1 Reply Last reply
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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
                    0
                    • Duui YTundefined Duui YT

                      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 Offline
                      Sassundefined Offline
                      Sass
                      Plutonium Staff
                      wrote 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.

                      1 Reply Last reply
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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
                        0
                        • Duui YTundefined Duui YT

                          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 Offline
                          Sassundefined Offline
                          Sass
                          Plutonium Staff
                          wrote 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");
                          }
                          
                          1 Reply Last reply
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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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                            • gunjiundefined gunji

                              This post is deleted!

                              birchyundefined Offline
                              birchyundefined Offline
                              birchy
                              wrote 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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                              • gunjiundefined gunji

                                This post is deleted!

                                mikzyundefined Offline
                                mikzyundefined Offline
                                mikzy
                                Banned
                                wrote 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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