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

[Support] Code for distance meter for trickshots?

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
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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.

    1 Reply Last reply
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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
      0
      • 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
                0
                • 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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                  • gunjiundefined Offline
                    gunjiundefined Offline
                    gunji
                    Contributor
                    wrote on last edited by
                    #25
                    This post is deleted!
                    birchyundefined mikzyundefined 2 Replies Last reply
                    0
                    • gunjiundefined gunji

                      This post is deleted!

                      birchyundefined Offline
                      birchyundefined 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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                      • gunjiundefined gunji

                        This post is deleted!

                        mikzyundefined Offline
                        mikzyundefined 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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