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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 Offline
    Fryundefined Offline
    Fry
    Plutonium Staff
    wrote on last edited by
    #3

    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 1 Reply Last reply
    0
    • 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
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      • 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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