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

[Support] Code for distance meter for trickshots?

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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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    • Cahzundefined Offline
      Cahzundefined Offline
      Cahz VIP
      replied to Ox_ 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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      • Ox_undefined Offline
        Ox_undefined Offline
        Ox_
        replied to Cahz 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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        • Cahzundefined Offline
          Cahzundefined Offline
          Cahz VIP
          replied to Ox_ 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
          0
          • Ox_undefined Offline
            Ox_undefined Offline
            Ox_
            replied to Cahz 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.

            1 Reply Last reply
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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.

              1 Reply Last reply
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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
                • Duui YTundefined Offline
                  Duui YTundefined Offline
                  Duui YT
                  replied to Sass 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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                  • Deicideundefined Offline
                    Deicideundefined Offline
                    Deicide
                    replied to Duui YT 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
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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");
                      
                      1 Reply Last reply
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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.

                          1 Reply Last reply
                          1
                          • 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.

                              1 Reply Last reply
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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.

                                1 Reply Last reply
                                2
                                • 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
                                  • 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.

                                    1 Reply Last reply
                                    3
                                    • 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
                                      0
                                      • 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
                                        2
                                        • 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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