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Remove HUD target bomb in SND

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
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  • lrkoundefined Offline
    lrkoundefined Offline
    lrko
    wrote on last edited by
    #1

    unknown_2023.06.26-21.05.jpg
    13213.JPG

    Hi, i would like to remove theses icones on my screen while playing SND.
    I already tried to replace them with small point but no results.

    Some one know how to deal with ? Thanks.

    1 Reply Last reply
    3
    • chicken emojiundefined Offline
      chicken emojiundefined Offline
      chicken emoji
      wrote on last edited by
      #2

      Do you want to hide any hud element that is related to the bombs?

      lrkoundefined 1 Reply Last reply
      0
      • lrkoundefined Offline
        lrkoundefined Offline
        lrko
        replied to chicken emoji on last edited by
        #3

        chicken emoji yep, exactly

        chicken emojiundefined 1 Reply Last reply
        0
        • chicken emojiundefined Offline
          chicken emojiundefined Offline
          chicken emoji
          replied to lrko on last edited by
          #4

          @rare__ You could use a script for that. Something like this should hide any of the hud elements but that also means that you cant see the progress when you plant or defuse the bomb I cant really test it so you have to say if it works or no

          #include maps\mp\_utility;
          #include maps\mp\gametypes\_hud_util;
          
          init(){
              for(i = 0; i < level.bombzones.size; i++){
                  level.bombzones[i] maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
                  level.bombzones[i].onuse = ::onuseplantobject;
              }
              level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
          }
          
          onuseplantobject( player )
          {
              if ( !self maps\mp\gametypes\_gameobjects::isfriendlyteam( player.pers["team"] ) )
              {
                  self maps\mp\gametypes\_gameobjects::setflags( 1 );
                  level thread bombplanted( self, player );
                  player logstring( "bomb planted: " + self.label );
          
                  for ( index = 0; index < level.bombzones.size; index++ )
                  {
                      if ( level.bombzones[index] == self )
                          continue;
          
                      level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
                  }
          
                  thread playsoundonplayers( "mus_sd_planted" + "_" + level.teampostfix[player.pers["team"]] );
                  player notify( "bomb_planted" );
                  level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_PLANTED_BY", player );
          
                  if ( isdefined( player.pers["plants"] ) )
                  {
                      player.pers["plants"]++;
                      player.plants = player.pers["plants"];
                  }
          
                  maps\mp\_demo::bookmark( "event", gettime(), player );
                  player addplayerstatwithgametype( "PLANTS", 1 );
                  maps\mp\gametypes\_globallogic_audio::leaderdialog( "bomb_planted" );
                  maps\mp\_scoreevents::processscoreevent( "planted_bomb", player );
                  player recordgameevent( "plant" );
              }
          }
          
          bombplanted( destroyedobj, player )
          {
              maps\mp\gametypes\_globallogic_utils::pausetimer();
              level.bombplanted = 1;
              team = player.pers["team"];
              destroyedobj.visuals[0] thread maps\mp\gametypes\_globallogic_utils::playtickingsound( "mpl_sab_ui_suitcasebomb_timer" );
              level thread maps\mp\gametypes\sd::bombplantedmusicdelay();
              level.tickingobject = destroyedobj.visuals[0];
              level.timelimitoverride = 1;
              setgameendtime( int( gettime() + level.bombtimer * 1000 ) );
              label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
              setmatchflag( "bomb_timer" + label, 1 );
          
              if ( label == "_a" )
                  setbombtimer( "A", int( gettime() + level.bombtimer * 1000 ) );
              else
                  setbombtimer( "B", int( gettime() + level.bombtimer * 1000 ) );
          
              bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombplant", label, team );
          
              if ( !level.multibomb )
              {
                  level.sdbomb maps\mp\gametypes\_gameobjects::allowcarry( "none" );
                  level.sdbomb maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
                  level.sdbomb maps\mp\gametypes\_gameobjects::setdropped();
                  level.sdbombmodel = level.sdbomb.visuals[0];
              }
              else
              {
                  for ( index = 0; index < level.players.size; index++ )
                  {
                      if ( isdefined( level.players[index].carryicon ) )
                          level.players[index].carryicon destroyelem();
                  }
          
                  trace = bullettrace( player.origin + vectorscale( ( 0, 0, 1 ), 20.0 ), player.origin - vectorscale( ( 0, 0, 1 ), 2000.0 ), 0, player );
                  tempangle = randomfloat( 360 );
                  forward = ( cos( tempangle ), sin( tempangle ), 0 );
                  forward = vectornormalize( forward - vectorscale( trace["normal"], vectordot( forward, trace["normal"] ) ) );
                  dropangles = vectortoangles( forward );
                  level.sdbombmodel = spawn( "script_model", trace["position"] );
                  level.sdbombmodel.angles = dropangles;
                  level.sdbombmodel setmodel( "prop_suitcase_bomb" );
              }
          
              destroyedobj maps\mp\gametypes\_gameobjects::allowuse( "none" );
              destroyedobj maps\mp\gametypes\_gameobjects::setvisibleteam( "none" );
              label = destroyedobj maps\mp\gametypes\_gameobjects::getlabel();
              trigger = destroyedobj.bombdefusetrig;
              trigger.origin = level.sdbombmodel.origin;
              visuals = [];
              defuseobject = maps\mp\gametypes\_gameobjects::createuseobject( game["defenders"], trigger, visuals, vectorscale( ( 0, 0, 1 ), 32.0 ), istring( "defuse" + label ) );
              defuseobject maps\mp\gametypes\_gameobjects::allowuse( "friendly" );
              defuseobject maps\mp\gametypes\_gameobjects::setusetime( level.defusetime );
              defuseobject maps\mp\gametypes\_gameobjects::setusetext( &"MP_DEFUSING_EXPLOSIVE" );
              defuseobject maps\mp\gametypes\_gameobjects::setusehinttext( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" );
              /*defuseobject maps\mp\gametypes\_gameobjects::setvisibleteam( "any" );
              defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "friendly", "compass_waypoint_defuse" + label );
              defuseobject maps\mp\gametypes\_gameobjects::set2dicon( "enemy", "compass_waypoint_defend" + label );
              defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "friendly", "waypoint_defuse" + label );
              defuseobject maps\mp\gametypes\_gameobjects::set3dicon( "enemy", "waypoint_defend" + label );*/
              defuseobject maps\mp\gametypes\_gameobjects::setflags( 1 );
              defuseobject.label = label;
              defuseobject.onbeginuse = maps\mp\gametypes\sd::onbeginuse;
              defuseobject.onenduse = maps\mp\gametypes\sd::onenduse;
              defuseobject.onuse = maps\mp\gametypes\sd::onusedefuseobject;
              defuseobject.useweapon = "briefcase_bomb_defuse_mp";
              player.isbombcarrier = 0;
              bombtimerwait();
              setbombtimer( "A", 0 );
              setbombtimer( "B", 0 );
              setmatchflag( "bomb_timer_a", 0 );
              setmatchflag( "bomb_timer_b", 0 );
              destroyedobj.visuals[0] maps\mp\gametypes\_globallogic_utils::stoptickingsound();
          
              if ( level.gameended || level.bombdefused )
                  return;
          
              level.bombexploded = 1;
              bbprint( "mpobjective", "gametime %d objtype %s label %s team %s", gettime(), "sd_bombexplode", label, team );
              explosionorigin = level.sdbombmodel.origin + vectorscale( ( 0, 0, 1 ), 12.0 );
              level.sdbombmodel hide();
          
              if ( isdefined( player ) )
              {
                  destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, player, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
                  level thread maps\mp\_popups::displayteammessagetoall( &"MP_EXPLOSIVES_BLOWUP_BY", player );
                  maps\mp\_scoreevents::processscoreevent( "bomb_detonated", player );
                  player addplayerstatwithgametype( "DESTRUCTIONS", 1 );
                  player recordgameevent( "destroy" );
              }
              else
                  destroyedobj.visuals[0] radiusdamage( explosionorigin, 512, 200, 20, undefined, "MOD_EXPLOSIVE", "briefcase_bomb_mp" );
          
              rot = randomfloat( 360 );
              explosioneffect = spawnfx( level._effect["bombexplosion"], explosionorigin + vectorscale( ( 0, 0, 1 ), 50.0 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) );
              triggerfx( explosioneffect );
              thread playsoundinspace( "mpl_sd_exp_suitcase_bomb_main", explosionorigin );
          
              if ( isdefined( destroyedobj.exploderindex ) )
                  exploder( destroyedobj.exploderindex );
          
              for ( index = 0; index < level.bombzones.size; index++ )
                  level.bombzones[index] maps\mp\gametypes\_gameobjects::disableobject();
          
              defuseobject maps\mp\gametypes\_gameobjects::disableobject();
              setgameendtime( 0 );
              wait 3;
              sd_endgame( game["attackers"], game["strings"]["target_destroyed"] );
          }
          
          
          lrkoundefined 1 Reply Last reply
          2
          • lrkoundefined Offline
            lrkoundefined Offline
            lrko
            replied to chicken emoji on last edited by lrko
            #5

            chicken emoji thank you a lot, how do i set it ? like i know for camos etc.. but not for this type of script xd(may u have a guide), thanks again ! I'm ok to play without bomb infos, i play only sniper SND, and the server where i play people never plant bomb

            chicken emojiundefined 1 Reply Last reply
            0
            • lrkoundefined Offline
              lrkoundefined Offline
              lrko
              replied to Spookist59 on last edited by
              #6

              Spookist59 dude, ur on wrong topic, i let u search the correct one

              1 Reply Last reply
              0
              • chicken emojiundefined Offline
                chicken emojiundefined Offline
                chicken emoji
                replied to lrko on last edited by
                #7

                @rare__ T6 is for bo2 https://plutonium.pw/docs/modding/loading-mods/

                lrkoundefined 1 Reply Last reply
                0
                • lrkoundefined Offline
                  lrkoundefined Offline
                  lrko
                  replied to chicken emoji on last edited by lrko
                  #8

                  chicken emoji i already check but i didn't understood anything xd, how do i create a gsc file, do i need a software for ? like nothing talking about it

                  chicken emojiundefined 1 Reply Last reply
                  0
                  • chicken emojiundefined Offline
                    chicken emojiundefined Offline
                    chicken emoji
                    replied to lrko on last edited by
                    #9

                    @rare__ You just create a text dokument and change the extension to gsc

                    1 Reply Last reply
                    0

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