hit marker zombies
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im playing zombies and i do not have hit markers. Does anyone know how to solve it?
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You can use a modification that adds the hitmarker. Give me a moment and I’ll code your script.
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Hitmarker
#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\zombies\_zm_utility; #include maps\mp\zombies\_zm; init() { level thread onPlayerConnect(); } onPlayerConnect() { self endon("disconnect"); precacheshader("damage_feedback"); self maps\mp\zombies\_zm_spawner::register_zombie_damage_callback(::do_hitmarker); self maps\mp\zombies\_zm_spawner::register_zombie_death_event_callback(::do_hitmarker_death); for (;;) { level waittill("connected", player); player thread onPlayerSpawned(); // Añadimos un flag para indicar si la barra está activa (inicialmente desactivada) player.healthbarzombie_active = false; player.hud_damagefeedback = newdamageindicatorhudelem( player ); player.hud_damagefeedback.horzalign = "center"; player.hud_damagefeedback.vertalign = "middle"; player.hud_damagefeedback.x = -12; player.hud_damagefeedback.y = -12; player.hud_damagefeedback.alpha = 0; player.hud_damagefeedback.archived = 1; player.hud_damagefeedback.color = ( 1, 1, 1 ); player.hud_damagefeedback setshader( "damage_feedback", 24, 48 ); player.hud_damagefeedback_red = newdamageindicatorhudelem( player ); player.hud_damagefeedback_red.horzalign = "center"; player.hud_damagefeedback_red.vertalign = "middle"; player.hud_damagefeedback_red.x = -12; player.hud_damagefeedback_red.y = -12; player.hud_damagefeedback_red.alpha = 0; player.hud_damagefeedback_red.archived = 1; player.hud_damagefeedback_red.color = ( 1, 0, 0 ); player.hud_damagefeedback_red setshader( "damage_feedback", 24, 48 ); } } updatedamagefeedback( mod, inflictor, death ) { if( IsDefined( self.disable_hitmarkers ) || !(isplayer( self )) ) { return; } if( mod != "MOD_HIT_BY_OBJECT" && mod != "MOD_GRENADE_SPLASH" && mod != "MOD_CRUSH" && IsDefined( mod ) ) { if( IsDefined( inflictor ) ) { self playlocalsound( "mpl_hit_alert" ); } if( getdvarintdefault( "redhitmarkers", 1 ) && death ) { self.hud_damagefeedback_red setshader( "damage_feedback", 24, 48 ); self.hud_damagefeedback_red.alpha = 1; self.hud_damagefeedback_red fadeovertime( 1 ); self.hud_damagefeedback_red.alpha = 0; //self.zombieDeathCounter++; } else { self.hud_damagefeedback setshader( "damage_feedback", 24, 48 ); self.hud_damagefeedback.alpha = 1; self.hud_damagefeedback fadeovertime( 1 ); self.hud_damagefeedback.alpha = 0; } } return 0; } do_hitmarker_death() { if( self.attacker != self && isplayer( self.attacker ) && IsDefined( self.attacker ) ) { self.attacker thread updatedamagefeedback( self.damagemod, self.attacker, 1 ); } return 0; } do_hitmarker( mod, hitloc, hitorig, player, damage ) { if( player != self && isplayer( player ) && IsDefined( player ) ) { player.targetZombie = self; player thread updatedamagefeedback( mod, player, 0 ); } return 0; }

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undefined Littlegods referenced this topic on
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Perfeccion
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