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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
    replied to Deicide 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");
    
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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
      0
      • Sassundefined Offline
        Sassundefined Offline
        Sass Plutonium Staff
        replied to Duui YT on last edited by
        #17

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

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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
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          • Cahzundefined Offline
            Cahzundefined Offline
            Cahz VIP
            replied to Duui YT 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.

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            • Sassundefined Offline
              Sassundefined Offline
              Sass Plutonium Staff
              replied to Duui YT 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.

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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");
                      }
                      
                      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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                        • 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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