Skip to content
  • 0 Unread 0
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Collapse

Plutonium

  1. Home
  2. BO2 Modding Support & Discussion
  3. Remove HUD target bomb in SND

Remove HUD target bomb in SND

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
9 Posts 2 Posters 976 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 295undefined Offline
    295undefined Offline
    295
    wrote on last edited by
    #1

    unknown_2023.06.26-21.05.jpg
    13213.JPG

    Hi, i would like to remove theses icones on my screen while playing SND.
    I already tried to replace them with small point but no results.

    Some one know how to deal with ? Thanks.

    1 Reply Last reply
    3
    • chicken emojiundefined Offline
      chicken emojiundefined Offline
      chicken emoji
      wrote on last edited by
      #2

      Do you want to hide any hud element that is related to the bombs?

      295undefined 1 Reply Last reply
      0
      • chicken emojiundefined chicken emoji

        Do you want to hide any hud element that is related to the bombs?

        295undefined Offline
        295undefined Offline
        295
        wrote on last edited by
        #3

        chicken emoji yep, exactly

        chicken emojiundefined 1 Reply Last reply
        0
        • 295undefined 295

          chicken emoji yep, exactly

          chicken emojiundefined Offline
          chicken emojiundefined Offline
          chicken emoji
          wrote on last edited by
          #4

          @rare__ You could use a script for that. Something like this should hide any of the hud elements but that also means that you cant see the progress when you plant or defuse the bomb I cant really test it so you have to say if it works or no

          #include maps\mp\_utility;
          #include maps\mp\gametypes\_hud_util;
          
          init(){
              for(i = 0; i < level.bombzones.size; i++){
                  level.bombzones[i] maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
                  level.bombzones[i].onuse = ::onuseplantobject;
              }
              level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
          }
          
          onuseplantobject( player )
          {
              if ( !self maps\mp\gametypes\_gameobjects::isfriendlyteam( player.pers["team"] ) )
              {
                  self maps\mp\gametypes\_gameobjects::setflags( 1 );
                  level thread bombplanted( self, player );
                  player logstring( "bomb planted: " + self.label );
          
                  for ( index = 0; index < level.bombzones.size; index++ )
                  {
                      if ( level.bombzones[index] == self )
                          continue;
          
                      level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
                  }
          
                  thread playsoundonplayers( "mus_sd_planted" + "_" + level.teampostfix[player.pers["team"]] );
                  player notify( "bomb_planted" );
                  level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_PLANTED_BY", player );
          
                  if ( isdefined( player.pers["plants"] ) )
                  {
                      player.pers["plants"]++;
                      player.plants = player.pers["plants"];
                  }
          
                  maps\mp\_demo::bookmark( "event", gettime(), player );
                  player addplayerstatwithgametype( "PLANTS", 1 );
                  maps\mp\gametypes\_globallogic_audio::leaderdialog( "bomb_planted" );
                  maps\mp\_scoreevents::processscoreevent( "planted_bomb", player );
                  player recordgameevent( "plant" );
              }
          }
          
          bombplanted( destroyedobj, player )
          {
              maps\mp\gametypes\_globallogic_utils::pausetimer();
              level.bombplanted = 1;
              team = player.pers["team"];
              destroyedobj.visuals[0] thread maps\mp\gametypes\_globallogic_utils::playtickingsound( "mpl_sab_ui_suitcasebomb_timer" );
              level thread maps\mp\gametypes\sd::bombplantedmusicdelay();
              level.tickingobject = destroyedobj.visuals[0];
              level.timelimitoverride = 1;
              setgameendtime( int( gettime() + level.bombtimer * 1000 ) );
              label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
              setmatchflag( "bomb_timer" + label, 1 );
          
              if ( label == "_a" )
                  setbombtimer( "A", int( gettime() + level.bombtimer * 1000 ) );
              else
                  setbombtimer( "B", int( gettime() + level.bombtimer * 1000 ) );
          
              bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombplant", label, team );
          
              if ( !level.multibomb )
              {
                  level.sdbomb maps\mp\gametypes\_gameobjects::allowcarry( "none" );
                  level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
                  level.sdbomb maps\mp\gametypes\_gameobjects::setdropped();
                  level.sdbombmodel = level.sdbomb.visuals[0];
              }
              else
              {
                  for ( index = 0; index < level.players.size; index++ )
                  {
                      if ( isdefined( level.players[index].carryicon ) )
                          level.players[index].carryicon destroyelem();
                  }
          
                  trace = bullettrace( player.origin + vectorscale( ( 0, 0, 1 ), 20.0 ), player.origin - vectorscale( ( 0, 0, 1 ), 2000.0 ), 0, player );
                  tempangle = randomfloat( 360 );
                  forward = ( cos( tempangle ), sin( tempangle ), 0 );
                  forward = vectornormalize( forward - vectorscale( trace["normal"], vectordot( forward, trace["normal"] ) ) );
                  dropangles = vectortoangles( forward );
                  level.sdbombmodel = spawn( "script_model", trace["position"] );
                  level.sdbombmodel.angles = dropangles;
                  level.sdbombmodel setmodel( "prop_suitcase_bomb" );
              }
          
              destroyedobj maps\mp\gametypes\_gameobjects::allowuse( "none" );
              destroyedobj maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
              label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
              trigger = destroyedobj.bombdefusetrig;
              trigger.origin = level.sdbombmodel.origin;
              visuals = [];
              defuseobject = maps\mp\gametypes\_gameobjects::createuseobject( game["defenders"], trigger, visuals, vectorscale( ( 0, 0, 1 ), 32.0 ), istring( "defuse" + label ) );
              defuseobject maps\mp\gametypes\_gameobjects::allowuse( "friendly" );
              defuseobject maps\mp\gametypes\_gameobjects::setusetime( level.defusetime );
              defuseobject maps\mp\gametypes\_gameobjects::setusetext( &"MP_DEFUSING_EXPLOSIVE" );
              defuseobject maps\mp\gametypes\_gameobjects::setusehinttext( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
              /*defuseobject maps\mp\gametypes\_gameobjects::setvisibleteam( "any" );
              defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "friendly", "compass_waypoint_defuse" + label );
              defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "enemy", "compass_waypoint_defend" + label );
              defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "friendly", "waypoint_defuse" + label );
              defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "enemy", "waypoint_defend" + label );*/
              defuseobject maps\mp\gametypes\_gameobjects::setflags( 1 );
              defuseobject.label = label;
              defuseobject.onbeginuse = maps\mp\gametypes\sd::onbeginuse;
              defuseobject.onenduse = maps\mp\gametypes\sd::onenduse;
              defuseobject.onuse = maps\mp\gametypes\sd::onusedefuseobject;
              defuseobject.useweapon = "briefcase_bomb_defuse_mp";
              player.isbombcarrier = 0;
              bombtimerwait();
              setbombtimer( "A", 0 );
              setbombtimer( "B", 0 );
              setmatchflag( "bomb_timer_a", 0 );
              setmatchflag( "bomb_timer_b", 0 );
              destroyedobj.visuals[0] maps\mp\gametypes\_globallogic_utils::stoptickingsound();
          
              if ( level.gameended || level.bombdefused )
                  return;
          
              level.bombexploded = 1;
              bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombexplode", label, team );
              explosionorigin = level.sdbombmodel.origin + vectorscale( ( 0, 0, 1 ), 12.0 );
              level.sdbombmodel hide();
          
              if ( isdefined( player ) )
              {
                  destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, player, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
                  level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_BLOWUP_BY", player );
                  maps\mp\_scoreevents::processscoreevent( "bomb_detonated", player );
                  player addplayerstatwithgametype( "DESTRUCTIONS", 1 );
                  player recordgameevent( "destroy" );
              }
              else
                  destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, undefined, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
          
              rot = randomfloat( 360 );
              explosioneffect = spawnfx( level._effect["bombexplosion"], explosionorigin + vectorscale( ( 0, 0, 1 ), 50.0 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
              triggerfx( explosioneffect );
              thread playsoundinspace( "mpl_sd_exp_suitcase_bomb_main", explosionorigin );
          
              if ( isdefined( destroyedobj.exploderindex ) )
                  exploder( destroyedobj.exploderindex );
          
              for ( index = 0; index < level.bombzones.size; index++ )
                  level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
          
              defuseobject maps\mp\gametypes\_gameobjects::disableobject();
              setgameendtime( 0 );
              wait 3;
              sd_endgame( game["attackers"], game["strings"]["target_destroyed"] );
          }
          
          
          295undefined 1 Reply Last reply
          2
          • chicken emojiundefined chicken emoji

            @rare__ You could use a script for that. Something like this should hide any of the hud elements but that also means that you cant see the progress when you plant or defuse the bomb I cant really test it so you have to say if it works or no

            #include maps\mp\_utility;
            #include maps\mp\gametypes\_hud_util;
            
            init(){
                for(i = 0; i < level.bombzones.size; i++){
                    level.bombzones[i] maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
                    level.bombzones[i].onuse = ::onuseplantobject;
                }
                level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
            }
            
            onuseplantobject( player )
            {
                if ( !self maps\mp\gametypes\_gameobjects::isfriendlyteam( player.pers["team"] ) )
                {
                    self maps\mp\gametypes\_gameobjects::setflags( 1 );
                    level thread bombplanted( self, player );
                    player logstring( "bomb planted: " + self.label );
            
                    for ( index = 0; index < level.bombzones.size; index++ )
                    {
                        if ( level.bombzones[index] == self )
                            continue;
            
                        level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
                    }
            
                    thread playsoundonplayers( "mus_sd_planted" + "_" + level.teampostfix[player.pers["team"]] );
                    player notify( "bomb_planted" );
                    level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_PLANTED_BY", player );
            
                    if ( isdefined( player.pers["plants"] ) )
                    {
                        player.pers["plants"]++;
                        player.plants = player.pers["plants"];
                    }
            
                    maps\mp\_demo::bookmark( "event", gettime(), player );
                    player addplayerstatwithgametype( "PLANTS", 1 );
                    maps\mp\gametypes\_globallogic_audio::leaderdialog( "bomb_planted" );
                    maps\mp\_scoreevents::processscoreevent( "planted_bomb", player );
                    player recordgameevent( "plant" );
                }
            }
            
            bombplanted( destroyedobj, player )
            {
                maps\mp\gametypes\_globallogic_utils::pausetimer();
                level.bombplanted = 1;
                team = player.pers["team"];
                destroyedobj.visuals[0] thread maps\mp\gametypes\_globallogic_utils::playtickingsound( "mpl_sab_ui_suitcasebomb_timer" );
                level thread maps\mp\gametypes\sd::bombplantedmusicdelay();
                level.tickingobject = destroyedobj.visuals[0];
                level.timelimitoverride = 1;
                setgameendtime( int( gettime() + level.bombtimer * 1000 ) );
                label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
                setmatchflag( "bomb_timer" + label, 1 );
            
                if ( label == "_a" )
                    setbombtimer( "A", int( gettime() + level.bombtimer * 1000 ) );
                else
                    setbombtimer( "B", int( gettime() + level.bombtimer * 1000 ) );
            
                bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombplant", label, team );
            
                if ( !level.multibomb )
                {
                    level.sdbomb maps\mp\gametypes\_gameobjects::allowcarry( "none" );
                    level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
                    level.sdbomb maps\mp\gametypes\_gameobjects::setdropped();
                    level.sdbombmodel = level.sdbomb.visuals[0];
                }
                else
                {
                    for ( index = 0; index < level.players.size; index++ )
                    {
                        if ( isdefined( level.players[index].carryicon ) )
                            level.players[index].carryicon destroyelem();
                    }
            
                    trace = bullettrace( player.origin + vectorscale( ( 0, 0, 1 ), 20.0 ), player.origin - vectorscale( ( 0, 0, 1 ), 2000.0 ), 0, player );
                    tempangle = randomfloat( 360 );
                    forward = ( cos( tempangle ), sin( tempangle ), 0 );
                    forward = vectornormalize( forward - vectorscale( trace["normal"], vectordot( forward, trace["normal"] ) ) );
                    dropangles = vectortoangles( forward );
                    level.sdbombmodel = spawn( "script_model", trace["position"] );
                    level.sdbombmodel.angles = dropangles;
                    level.sdbombmodel setmodel( "prop_suitcase_bomb" );
                }
            
                destroyedobj maps\mp\gametypes\_gameobjects::allowuse( "none" );
                destroyedobj maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
                label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
                trigger = destroyedobj.bombdefusetrig;
                trigger.origin = level.sdbombmodel.origin;
                visuals = [];
                defuseobject = maps\mp\gametypes\_gameobjects::createuseobject( game["defenders"], trigger, visuals, vectorscale( ( 0, 0, 1 ), 32.0 ), istring( "defuse" + label ) );
                defuseobject maps\mp\gametypes\_gameobjects::allowuse( "friendly" );
                defuseobject maps\mp\gametypes\_gameobjects::setusetime( level.defusetime );
                defuseobject maps\mp\gametypes\_gameobjects::setusetext( &"MP_DEFUSING_EXPLOSIVE" );
                defuseobject maps\mp\gametypes\_gameobjects::setusehinttext( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
                /*defuseobject maps\mp\gametypes\_gameobjects::setvisibleteam( "any" );
                defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "friendly", "compass_waypoint_defuse" + label );
                defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "enemy", "compass_waypoint_defend" + label );
                defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "friendly", "waypoint_defuse" + label );
                defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "enemy", "waypoint_defend" + label );*/
                defuseobject maps\mp\gametypes\_gameobjects::setflags( 1 );
                defuseobject.label = label;
                defuseobject.onbeginuse = maps\mp\gametypes\sd::onbeginuse;
                defuseobject.onenduse = maps\mp\gametypes\sd::onenduse;
                defuseobject.onuse = maps\mp\gametypes\sd::onusedefuseobject;
                defuseobject.useweapon = "briefcase_bomb_defuse_mp";
                player.isbombcarrier = 0;
                bombtimerwait();
                setbombtimer( "A", 0 );
                setbombtimer( "B", 0 );
                setmatchflag( "bomb_timer_a", 0 );
                setmatchflag( "bomb_timer_b", 0 );
                destroyedobj.visuals[0] maps\mp\gametypes\_globallogic_utils::stoptickingsound();
            
                if ( level.gameended || level.bombdefused )
                    return;
            
                level.bombexploded = 1;
                bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombexplode", label, team );
                explosionorigin = level.sdbombmodel.origin + vectorscale( ( 0, 0, 1 ), 12.0 );
                level.sdbombmodel hide();
            
                if ( isdefined( player ) )
                {
                    destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, player, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
                    level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_BLOWUP_BY", player );
                    maps\mp\_scoreevents::processscoreevent( "bomb_detonated", player );
                    player addplayerstatwithgametype( "DESTRUCTIONS", 1 );
                    player recordgameevent( "destroy" );
                }
                else
                    destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, undefined, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
            
                rot = randomfloat( 360 );
                explosioneffect = spawnfx( level._effect["bombexplosion"], explosionorigin + vectorscale( ( 0, 0, 1 ), 50.0 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
                triggerfx( explosioneffect );
                thread playsoundinspace( "mpl_sd_exp_suitcase_bomb_main", explosionorigin );
            
                if ( isdefined( destroyedobj.exploderindex ) )
                    exploder( destroyedobj.exploderindex );
            
                for ( index = 0; index < level.bombzones.size; index++ )
                    level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
            
                defuseobject maps\mp\gametypes\_gameobjects::disableobject();
                setgameendtime( 0 );
                wait 3;
                sd_endgame( game["attackers"], game["strings"]["target_destroyed"] );
            }
            
            
            295undefined Offline
            295undefined Offline
            295
            wrote on last edited by 295
            #5

            chicken emoji thank you a lot, how do i set it ? like i know for camos etc.. but not for this type of script xd(may u have a guide), thanks again ! I'm ok to play without bomb infos, i play only sniper SND, and the server where i play people never plant bomb

            chicken emojiundefined 1 Reply Last reply
            0
            • 295undefined Offline
              295undefined Offline
              295
              wrote on last edited by
              #6

              Spookist59 dude, ur on wrong topic, i let u search the correct one

              1 Reply Last reply
              0
              • 295undefined 295

                chicken emoji thank you a lot, how do i set it ? like i know for camos etc.. but not for this type of script xd(may u have a guide), thanks again ! I'm ok to play without bomb infos, i play only sniper SND, and the server where i play people never plant bomb

                chicken emojiundefined Offline
                chicken emojiundefined Offline
                chicken emoji
                wrote on last edited by
                #7

                @rare__ T6 is for bo2 https://plutonium.pw/docs/modding/loading-mods/

                295undefined 1 Reply Last reply
                0
                • chicken emojiundefined chicken emoji

                  @rare__ T6 is for bo2 https://plutonium.pw/docs/modding/loading-mods/

                  295undefined Offline
                  295undefined Offline
                  295
                  wrote on last edited by 295
                  #8

                  chicken emoji i already check but i didn't understood anything xd, how do i create a gsc file, do i need a software for ? like nothing talking about it

                  chicken emojiundefined 1 Reply Last reply
                  0
                  • 295undefined 295

                    chicken emoji i already check but i didn't understood anything xd, how do i create a gsc file, do i need a software for ? like nothing talking about it

                    chicken emojiundefined Offline
                    chicken emojiundefined Offline
                    chicken emoji
                    wrote on last edited by
                    #9

                    @rare__ You just create a text dokument and change the extension to gsc

                    1 Reply Last reply
                    0

                    Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                    Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                    With your input, this post could be even better 💗

                    Register Login
                    Reply
                    • Reply as topic
                    Log in to reply
                    • Oldest to Newest
                    • Newest to Oldest
                    • Most Votes


                    • Login

                    • Don't have an account? Register

                    • Login or register to search.
                    • First post
                      Last post
                    0
                    • Unread 0
                    • Recent
                    • Tags
                    • Popular
                    • Users
                    • Groups