Remove HUD target bomb in SND
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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.
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Do you want to hide any hud element that is related to the bombs?
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chicken emoji yep, exactly
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@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"] ); }
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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
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Spookist59 dude, ur on wrong topic, i let u search the correct one
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@rare__ T6 is for bo2 https://plutonium.pw/docs/modding/loading-mods/
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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
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@rare__ You just create a text dokument and change the extension to gsc