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

[Support] Code for distance meter for trickshots?

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  • Cahz 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_ Offline
    Ox_ 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.

    Cahz 1 Reply Last reply
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    • Ox_ 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.

      Cahz Offline
      Cahz 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_ 1 Reply Last reply
      0
      • Cahz 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_ Offline
        Ox_ 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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        • Sass Offline
          Sass 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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          • Sass Offline
            Sass 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 YT 1 Reply Last reply
            1
            • Sass 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 YT Offline
              Duui YT Offline
              Duui YT
              wrote on last edited by
              #13

              Sass how to make it so every one sees the message

              Deicide 1 Reply Last reply
              0
              • Duui YT Duui YT

                Sass how to make it so every one sees the message

                Deicide Offline
                Deicide 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 YT 1 Reply Last reply
                0
                • Deicide 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 YT Offline
                  Duui YT 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");
                  
                  1 Reply Last reply
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                  • Duui YT Offline
                    Duui YT 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

                    Sass 1 Reply Last reply
                    0
                    • Duui YT Duui YT

                      it did not work it says it when someone dies not when they get a kill

                      Sass Offline
                      Sass 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.

                      1 Reply Last reply
                      1
                      • Duui YT Offline
                        Duui YT 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");
                        } 
                        
                        Cahz Sass 2 Replies Last reply
                        0
                        • Duui YT 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");
                          } 
                          
                          Cahz Offline
                          Cahz 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.

                          1 Reply Last reply
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                          • Duui YT 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");
                            } 
                            
                            Sass Offline
                            Sass 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.

                            1 Reply Last reply
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                            • Duui YT Offline
                              Duui YT 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

                              Sass 1 Reply Last reply
                              0
                              • Duui YT 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

                                Sass Offline
                                Sass 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.

                                1 Reply Last reply
                                3
                                • Duui YT Offline
                                  Duui YT 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");
                                      }
                                  } 
                                  
                                  Sass 1 Reply Last reply
                                  0
                                  • Duui YT 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");
                                        }
                                    } 
                                    
                                    Sass Offline
                                    Sass 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");
                                    }
                                    
                                    1 Reply Last reply
                                    2
                                    • gunji Offline
                                      gunji Offline
                                      gunji
                                      Contributor
                                      wrote on last edited by
                                      #25
                                      This post is deleted!
                                      birchy mikzy 2 Replies Last reply
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                                      • gunji gunji
                                        [[topic:post-is-deleted]]
                                        birchy Offline
                                        birchy Offline
                                        birchy
                                        wrote on last edited by
                                        #26

                                        gunji you can check on player kill whether or not the player/teams score is equal to that of the score required to win the mode.

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                                        0
                                        • gunji gunji
                                          [[topic:post-is-deleted]]
                                          mikzy Offline
                                          mikzy Offline
                                          mikzy
                                          Banned
                                          wrote on last edited by
                                          #27

                                          gunji you just check if the attacker is on last, nothing to do with the gameended notify

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