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

[Support] Code for distance meter for trickshots?

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  • Cahzundefined Cahz

    I'm not going to give an outright copy paste of the code, but I will give you the biggest piece that you need for it.

    meterdist = floor( Distance( self.origin, eattacker.origin ) / 46 );

    Note that I chose the number 46 to divide by because it seemed the most accurate with testing. It may not be 100% correct but it does the job. Good luck.

    Sassundefined Offline
    Sassundefined Offline
    Sass
    Plutonium Staff
    wrote on last edited by Sass
    #5

    I used 25 instead of 46. I tried 50, but 25 looked alot more accurate to me.

    Edit : nvm, I think somewhere around 40 is indeed better.

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    • Ox_undefined Offline
      Ox_undefined Offline
      Ox_
      wrote on last edited by
      #6

      One CoD world unit is 2.54cm.
      And for distance, an easy way is just in compare distance between the attacker and self (player who's about to get killed) in e.g the level.callbackplayerkilled function.

      Cahzundefined 1 Reply Last reply
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      • Ox_undefined Ox_

        One CoD world unit is 2.54cm.
        And for distance, an easy way is just in compare distance between the attacker and self (player who's about to get killed) in e.g the level.callbackplayerkilled function.

        Cahzundefined Offline
        Cahzundefined Offline
        Cahz
        VIP
        wrote on last edited by
        #7

        Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.

        2.54 cm = 1 unit

        100 cm = 39.3700 units = 1 m

        Ox_undefined 1 Reply Last reply
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        • Cahzundefined Cahz

          Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.

          2.54 cm = 1 unit

          100 cm = 39.3700 units = 1 m

          Ox_undefined Offline
          Ox_undefined Offline
          Ox_
          wrote on last edited by
          #8

          Cahz said in Code for distance meter for trickshots?:

          Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.

          2.54 cm = 1 unit

          100 cm = 39.3700 units = 1 m

          Well actually you'd divide by 5000/127, but maybe just multiply by 0.0254, be easier.

          Cahzundefined 1 Reply Last reply
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          • Ox_undefined Ox_

            Cahz said in Code for distance meter for trickshots?:

            Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.

            2.54 cm = 1 unit

            100 cm = 39.3700 units = 1 m

            Well actually you'd divide by 5000/127, but maybe just multiply by 0.0254, be easier.

            Cahzundefined Offline
            Cahzundefined Offline
            Cahz
            VIP
            wrote on last edited by
            #9

            Ox_ said in Code for distance meter for trickshots?:

            Cahz said in Code for distance meter for trickshots?:

            Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.

            2.54 cm = 1 unit

            100 cm = 39.3700 units = 1 m

            Well actually you'd divide by 5000/127, but maybe just multiply by 0.0254, be easier.

            5000/127 is literally 39.37... which works totally fine by the way. So no need to multiply

            Ox_undefined 1 Reply Last reply
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            • Cahzundefined Cahz

              Ox_ said in Code for distance meter for trickshots?:

              Cahz said in Code for distance meter for trickshots?:

              Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.

              2.54 cm = 1 unit

              100 cm = 39.3700 units = 1 m

              Well actually you'd divide by 5000/127, but maybe just multiply by 0.0254, be easier.

              5000/127 is literally 39.37... which works totally fine by the way. So no need to multiply

              Ox_undefined Offline
              Ox_undefined Offline
              Ox_
              wrote on last edited by
              #10

              Cahz said in Code for distance meter for trickshots?:

              Ox_ said in Code for distance meter for trickshots?:

              Cahz said in Code for distance meter for trickshots?:

              Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.

              2.54 cm = 1 unit

              100 cm = 39.3700 units = 1 m

              Well actually you'd divide by 5000/127, but maybe just multiply by 0.0254, be easier.

              5000/127 is literally 39.37... which works totally fine by the way. So no need to multiply

              It's not, but sure, it's close enough for most uses.

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              • Sassundefined Offline
                Sassundefined Offline
                Sass
                Plutonium Staff
                wrote on last edited by
                #11

                I already changed my post to 40 yesterday. That's more than good enough, it doesn't need to be dead-on precise.

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                • Sassundefined Offline
                  Sassundefined Offline
                  Sass
                  Plutonium Staff
                  wrote on last edited by Sass
                  #12

                  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 1 Reply Last reply
                  1
                  • 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
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                    • 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");
                        
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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.

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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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                              • 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.

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                                • 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.

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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.

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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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                                        • 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");
                                          }
                                          
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