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  3. [Release] [Zombies] Secondary Score Display for matches with 4+ players

[Release] [Zombies] Secondary Score Display for matches with 4+ players

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  • Fryundefined Fry

    Thanks for this. I put it on ReactionGaming servers but I left the self iprintlnbold as I don't think people will read the top center. Maybe best if you put it as a connect message. Also the ++'s show up on the message.

    Amuseddundefined Offline
    Amuseddundefined Offline
    Amusedd
    wrote on last edited by
    #4

    Fry Thanks for the feedback, the ++'s were prob a typo, agree that it's prob best if the iprintlnbold is commented out

    1 Reply Last reply
    0
    • Amuseddundefined Amusedd

      Quickly wrote this up for my server and thought I'd release it for other servers to use.

      alt text
      (image shows me on solo. though the score doesn't enable until there's 5 or more players)

      Since BO2 Zombies isn't really meant to have 8 players, you usually see the score on the player's hud freeze, which requires users to hold TAB to see their score. This function will ensure that players wont have to do that (unless they want to see the scores of other players)

      Automatically enables and disables based on the amount of players in game.

      Install
      Add these includes if you don't already have them

      #include maps/mp/gametypes_zm/_hud_message;
      #include maps/mp/gametypes_zm/_hud_util;
      

      Add this line to your onplayerconnect()

      foreach(player in GetPlayers())
       {
         player thread toggleScore();      	
       }
      

      Place this somewhere in your script

      toggleScore()
      {
      	//self waittill("spawned_player");
      	if(!isDefined(self.scoretext))
      	{
              self.scoreText = CreateFontString("Objective", 1.5);
              self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
              self.scoreText.label = &"^2Score: ^7";
              self.scoretext.alpha = 0;	  	
      	}
      	else if(getplayers().size >= 5 && self.scoretext.alpha == 0)
      	{
      	  self.scoretext.alpha = 1;
            if(self.scoreInUse == 0)
            	self thread displayScore();	
      	}
        	else if(getplayers().size < 5 && self.scoretext.alpha == 1)
      	{
      	  self.scoretext.alpha = 0;
      	  self.scoreInUse = 0;
      	}
      }
      
      displayScore()
      {
       self.scoreInUse = 1; 
       while(self.scoretext.alpha == 1)
        {
         self.scoretext SetValue(self.score);
         wait 0.25;	
        }
       return;	
      }
      

      and compile

      tested and worked pretty well, however I'm shit at writing loops so I'm open to suggestions and tweaks I should make. Also shoutout to Sore/Sorez for helping me a bit with the displayScore function, and Ashton Biehl for their health function, which I based this off of.

      Updated 8/16/20: This was a rewrite I had laying around for a bit that I kinda forgot about, while I can't say for sure if this will have compatibility with other scripts (Z++, Z Reimagined) but it worked perfectly with my servers. I took a different approach to the loops using a combo of my code and Gerard's code. If there are any issues let me know, last time I ran this it worked just fine.

      GerardS0406undefined Offline
      GerardS0406undefined Offline
      GerardS0406
      VIP
      wrote on last edited by GerardS0406
      #5

      Amusedd Hello! Due to the score being updated so often, this would result in an overflow (too many strings). In order to avoid this, we can use SetValue and a label, since "score" doesn't change at all.
      Also, depending on the players joining and leaving, the label is also creating strings so deleting the element and recreating it each time isn't the greatest approach unless of course you add an overflow fix but these aren't always stable.
      I hope you understand what I have said, and here's the code to support what I'm talking about. Happy modding/playing!

      displayScore()
      {
      	self waittill("spawned_player");
      	self.scoreText = CreateFontString("Objective", 1.5);
      	self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
      	self.scoreText.label = &"^2Score: ^7";
      	while(true)
      	{
      		wait 0.25;
      		if(getplayers().size >= 5 && self.scoretext.alpha == 0)
      		{
      			self.scoretext FadeOverTime( 1 );
      			self.scoretext.alpha = 1;
      		}
      		else if(getplayers().size < 5 && self.scoretext.alpha >= 0)
      		{
      			self.scoretext FadeOverTime( 1 );
      			self.scoretext.alpha = 0;
      		}
      		else if(getplayers().size >= 5 && isDefined(self.scoretext))
      		{
      			self.scoretext SetValue(self.score);
      		}
      	}
      }
      
      Amuseddundefined 1 Reply Last reply
      2
      • GerardS0406undefined GerardS0406

        Amusedd Hello! Due to the score being updated so often, this would result in an overflow (too many strings). In order to avoid this, we can use SetValue and a label, since "score" doesn't change at all.
        Also, depending on the players joining and leaving, the label is also creating strings so deleting the element and recreating it each time isn't the greatest approach unless of course you add an overflow fix but these aren't always stable.
        I hope you understand what I have said, and here's the code to support what I'm talking about. Happy modding/playing!

        displayScore()
        {
        	self waittill("spawned_player");
        	self.scoreText = CreateFontString("Objective", 1.5);
        	self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
        	self.scoreText.label = &"^2Score: ^7";
        	while(true)
        	{
        		wait 0.25;
        		if(getplayers().size >= 5 && self.scoretext.alpha == 0)
        		{
        			self.scoretext FadeOverTime( 1 );
        			self.scoretext.alpha = 1;
        		}
        		else if(getplayers().size < 5 && self.scoretext.alpha >= 0)
        		{
        			self.scoretext FadeOverTime( 1 );
        			self.scoretext.alpha = 0;
        		}
        		else if(getplayers().size >= 5 && isDefined(self.scoretext))
        		{
        			self.scoretext SetValue(self.score);
        		}
        	}
        }
        
        Amuseddundefined Offline
        Amuseddundefined Offline
        Amusedd
        wrote on last edited by
        #6

        GerardS0406 thank you so much, I've replaced the func in my post with yours, and gave you credit, not to familiar with T6 GSC.

        1 Reply Last reply
        1
        • Fryundefined Offline
          Fryundefined Offline
          Fry
          Plutonium Staff
          wrote on last edited by
          #7

          Be advise to everyone. I tried adding this on Zombies++ mod and seems to do a server overflow. If I add the old code. the overflow goes to the clients.

          Love the idea but can't use it 😞

          luigistyleundefined GerardS0406undefined 2 Replies Last reply
          0
          • Fryundefined Fry

            Be advise to everyone. I tried adding this on Zombies++ mod and seems to do a server overflow. If I add the old code. the overflow goes to the clients.

            Love the idea but can't use it 😞

            luigistyleundefined Offline
            luigistyleundefined Offline
            luigistyle
            Plutonium Staff
            wrote on last edited by luigistyle
            #8

            Fry said in [Release] [Zombies] Secondary Score Display for matches with 4+ players:

            Be advise to everyone. I tried adding this on Zombies++ mod and seems to do a server overflow. If I add the old code. the overflow goes to the clients.

            Love the idea but can't use it 😞

            Thanks for letting us know, I use Z++ too and was going to add this at some point

            1 Reply Last reply
            0
            • Fryundefined Fry

              Be advise to everyone. I tried adding this on Zombies++ mod and seems to do a server overflow. If I add the old code. the overflow goes to the clients.

              Love the idea but can't use it 😞

              GerardS0406undefined Offline
              GerardS0406undefined Offline
              GerardS0406
              VIP
              wrote on last edited by
              #9

              Fry how often does the server overflow occur?

              1 Reply Last reply
              0
              • Amuseddundefined Offline
                Amuseddundefined Offline
                Amusedd
                wrote on last edited by Amusedd
                #10

                Updated the code, if you were having overflow errors try again, tho I can't confirm compatibility with Z++

                MetalThunderundefined 1 Reply Last reply
                1
                • INSANEMODEundefined Offline
                  INSANEMODEundefined Offline
                  INSANEMODE
                  Contributor
                  wrote on last edited by
                  #11

                  still crashes on my server around round 20 ish with the latest update. longer than before, but seems like it still doesn't work with z++. (or something else, because my servers are modded af)

                  with this removed, can do 8 player origins games for 40+ rounds without issue.

                  haven't attempted with nothing but this mod, though.

                  Amuseddundefined 1 Reply Last reply
                  0
                  • INSANEMODEundefined INSANEMODE

                    still crashes on my server around round 20 ish with the latest update. longer than before, but seems like it still doesn't work with z++. (or something else, because my servers are modded af)

                    with this removed, can do 8 player origins games for 40+ rounds without issue.

                    haven't attempted with nothing but this mod, though.

                    Amuseddundefined Offline
                    Amuseddundefined Offline
                    Amusedd
                    wrote on last edited by
                    #12

                    INSANEMODE current theory is that any amount of functions that changes text on screen etc will get the client/server to crash, but since a lot of mods use the same/similar functions (code was inspired by multiple text changing scripts around on plutonium) you can only have so many before crashing.

                    Best bet might be to just scratch the secondary score display and just print the player's score every time it changes, though i'm not sure how effective that would be.

                    rockwellundefined 1 Reply Last reply
                    0
                    • Amuseddundefined Amusedd

                      INSANEMODE current theory is that any amount of functions that changes text on screen etc will get the client/server to crash, but since a lot of mods use the same/similar functions (code was inspired by multiple text changing scripts around on plutonium) you can only have so many before crashing.

                      Best bet might be to just scratch the secondary score display and just print the player's score every time it changes, though i'm not sure how effective that would be.

                      rockwellundefined Offline
                      rockwellundefined Offline
                      rockwell
                      wrote on last edited by
                      #13

                      Amusedd have you figured out a solution to the Z++ problem

                      1 Reply Last reply
                      0
                      • Amuseddundefined Amusedd

                        Updated the code, if you were having overflow errors try again, tho I can't confirm compatibility with Z++

                        MetalThunderundefined Offline
                        MetalThunderundefined Offline
                        MetalThunder
                        wrote on last edited by
                        #14

                        Amusedd It worked very well with 7 players, until some of them exited the server. We were 4 again now, (the score still activated because in that same match we were 7, as i said) played until round 7 or 8, and then the server crashed :c Tested with Zombies ++ and others mods.

                        Cahzundefined 1 Reply Last reply
                        0
                        • MetalThunderundefined MetalThunder

                          Amusedd It worked very well with 7 players, until some of them exited the server. We were 4 again now, (the score still activated because in that same match we were 7, as i said) played until round 7 or 8, and then the server crashed :c Tested with Zombies ++ and others mods.

                          Cahzundefined Offline
                          Cahzundefined Offline
                          Cahz
                          VIP
                          wrote on last edited by
                          #15

                          MetalThunder Amusedd
                          Could be crashing because the thread doesn't end on endgame or when the player disconnects. Try the script below.

                          displayScore()
                          {
                          	self endon( "disconnect" );
                          	level endon( "end_game" );
                          	self.scoreText = CreateFontString("Objective", 1.5);
                          	self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
                          	self.scoreText.label = &"^2Score: ^7";
                          	self.scoretext.alpha = 0;
                          	while(true)
                          	{
                          		self.scoretext SetValue(self.score);
                          		if(getplayers().size >= 5 && self.scoretext.alpha == 0)
                          		{
                          			self.scoretext FadeOverTime( 1 );
                          			self.scoretext.alpha = 1;
                          		}
                          		else if(getplayers().size < 5 && self.scoretext.alpha >= 0)
                          		{
                          			self.scoretext FadeOverTime( 1 );
                          			self.scoretext.alpha = 0;
                          		}
                          		wait 0.1;
                          	}
                          }
                          

                          Make sure to call the function in onPlayerConnected function (like below)

                          onplayerconnected()
                          {
                          	for ( ;; )
                          	{
                          		level waittill( "connected", player );
                          		player thread displayScore(); //add this line
                          	}
                          }
                          
                          MetalThunderundefined 3 Replies Last reply
                          1
                          • Cahzundefined Cahz

                            MetalThunder Amusedd
                            Could be crashing because the thread doesn't end on endgame or when the player disconnects. Try the script below.

                            displayScore()
                            {
                            	self endon( "disconnect" );
                            	level endon( "end_game" );
                            	self.scoreText = CreateFontString("Objective", 1.5);
                            	self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
                            	self.scoreText.label = &"^2Score: ^7";
                            	self.scoretext.alpha = 0;
                            	while(true)
                            	{
                            		self.scoretext SetValue(self.score);
                            		if(getplayers().size >= 5 && self.scoretext.alpha == 0)
                            		{
                            			self.scoretext FadeOverTime( 1 );
                            			self.scoretext.alpha = 1;
                            		}
                            		else if(getplayers().size < 5 && self.scoretext.alpha >= 0)
                            		{
                            			self.scoretext FadeOverTime( 1 );
                            			self.scoretext.alpha = 0;
                            		}
                            		wait 0.1;
                            	}
                            }
                            

                            Make sure to call the function in onPlayerConnected function (like below)

                            onplayerconnected()
                            {
                            	for ( ;; )
                            	{
                            		level waittill( "connected", player );
                            		player thread displayScore(); //add this line
                            	}
                            }
                            
                            MetalThunderundefined Offline
                            MetalThunderundefined Offline
                            MetalThunder
                            wrote on last edited by
                            #16

                            Cahz said in [Release] [Zombies] Secondary Score Display for matches with 4+ players:

                            player thread displayScore();

                            Thanks for the reply! im testing it now 🙂

                            1 Reply Last reply
                            1
                            • Cahzundefined Cahz

                              MetalThunder Amusedd
                              Could be crashing because the thread doesn't end on endgame or when the player disconnects. Try the script below.

                              displayScore()
                              {
                              	self endon( "disconnect" );
                              	level endon( "end_game" );
                              	self.scoreText = CreateFontString("Objective", 1.5);
                              	self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
                              	self.scoreText.label = &"^2Score: ^7";
                              	self.scoretext.alpha = 0;
                              	while(true)
                              	{
                              		self.scoretext SetValue(self.score);
                              		if(getplayers().size >= 5 && self.scoretext.alpha == 0)
                              		{
                              			self.scoretext FadeOverTime( 1 );
                              			self.scoretext.alpha = 1;
                              		}
                              		else if(getplayers().size < 5 && self.scoretext.alpha >= 0)
                              		{
                              			self.scoretext FadeOverTime( 1 );
                              			self.scoretext.alpha = 0;
                              		}
                              		wait 0.1;
                              	}
                              }
                              

                              Make sure to call the function in onPlayerConnected function (like below)

                              onplayerconnected()
                              {
                              	for ( ;; )
                              	{
                              		level waittill( "connected", player );
                              		player thread displayScore(); //add this line
                              	}
                              }
                              
                              MetalThunderundefined Offline
                              MetalThunderundefined Offline
                              MetalThunder
                              wrote on last edited by
                              #17

                              Cahz I worked perfectly! Thank you! I tested it today and no crashes. I used several mods, included Zombies++, for those who wanna use this on their servers 😄

                              1 Reply Last reply
                              1
                              • Cahzundefined Cahz

                                MetalThunder Amusedd
                                Could be crashing because the thread doesn't end on endgame or when the player disconnects. Try the script below.

                                displayScore()
                                {
                                	self endon( "disconnect" );
                                	level endon( "end_game" );
                                	self.scoreText = CreateFontString("Objective", 1.5);
                                	self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
                                	self.scoreText.label = &"^2Score: ^7";
                                	self.scoretext.alpha = 0;
                                	while(true)
                                	{
                                		self.scoretext SetValue(self.score);
                                		if(getplayers().size >= 5 && self.scoretext.alpha == 0)
                                		{
                                			self.scoretext FadeOverTime( 1 );
                                			self.scoretext.alpha = 1;
                                		}
                                		else if(getplayers().size < 5 && self.scoretext.alpha >= 0)
                                		{
                                			self.scoretext FadeOverTime( 1 );
                                			self.scoretext.alpha = 0;
                                		}
                                		wait 0.1;
                                	}
                                }
                                

                                Make sure to call the function in onPlayerConnected function (like below)

                                onplayerconnected()
                                {
                                	for ( ;; )
                                	{
                                		level waittill( "connected", player );
                                		player thread displayScore(); //add this line
                                	}
                                }
                                
                                MetalThunderundefined Offline
                                MetalThunderundefined Offline
                                MetalThunder
                                wrote on last edited by
                                #18

                                Cahz Hi its me again, u know i was playing today on MOTD, 6 players, and between round 11 or 12, sv crashed :c had no problems up today with maps like nuked or town. Can u help me to figure out what is causing the crash? Thanks

                                Cahzundefined 1 Reply Last reply
                                0
                                • MetalThunderundefined MetalThunder

                                  Cahz Hi its me again, u know i was playing today on MOTD, 6 players, and between round 11 or 12, sv crashed :c had no problems up today with maps like nuked or town. Can u help me to figure out what is causing the crash? Thanks

                                  Cahzundefined Offline
                                  Cahzundefined Offline
                                  Cahz
                                  VIP
                                  wrote on last edited by
                                  #19

                                  MetalThunder MOTD crashes when using Stamin-Up. Disable for MOTD

                                  MetalThunderundefined 1 Reply Last reply
                                  1
                                  • Cahzundefined Cahz

                                    MetalThunder MOTD crashes when using Stamin-Up. Disable for MOTD

                                    MetalThunderundefined Offline
                                    MetalThunderundefined Offline
                                    MetalThunder
                                    wrote on last edited by
                                    #20

                                    Cahz Oh shiiiit, i knew it! I was disabling both (flopper and stamina) to fix the crash. Thanks

                                    1 Reply Last reply
                                    1
                                    • gats1212undefined Offline
                                      gats1212undefined Offline
                                      gats1212
                                      wrote on last edited by
                                      #21

                                      From someone who has zero experience messing around with dedicated servers, how can I add this into a plugin or something?

                                      1 Reply Last reply
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