popshot And How did you go about doing this, i've been trying to figure it out for a few hrs today.

WerYouDoonCy
Posts
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Wallbang everything -
Wallbang everythingi wouldn't recommend this at all tbf popshot RisK Jitsu
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Wallbang everythingI was also interested if this has been figured out as well Meckz AO mollyinduced
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Damage feedback Crosshair For T6MPS2RT Thank you! I appreciate this a ton. I come from no programming background, so this is a first for me. I'm kind of just messing around with snippets I see on here and seeing what each thing does, but this help is very much appreciated.
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Damage feedback Crosshair For T6MPI'm trying to find a way to make the crosshair in MP turn red on hit, similar to a hitmarker. (if the player gets a hitmarker) the crosshair should show red and fade out
I came across a script that does this for zombies, but I'm new to GSC and unsure how to adapt it for T6MP. Specifically, I'm looking for the equivalent of
level.zombie_team
in this context#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; #include maps\mp\zombies\_zm_perks; #include maps\mp\zombies\_zm_powerups; #include maps\mp\gametypes_zm\spawnlogic; #include maps\mp\gametypes_zm\_hostmigration; #include maps\mp\zombies\_zm_laststand; #include maps\mp\zombies\_zm_weapons; #include maps\mp\gametypes_zm\_hud_message; init() { precacheshader( "damage_feedback" ); level endon( "end_game" ); level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill("connected", player); player thread onplayerspawned(); } } onplayerspawned() { level endon("game_ended"); self endon("disconnect"); for(;;) { self waittill("spawned_player"); // 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); self thread drawdamagehitmarker(); } } drawdamagehitmarker() { self thread startwaiting(); self.hitmarker = newdamageindicatorhudelem( self ); self.hitmarker.horzalign = "center"; self.hitmarker.vertalign = "middle"; self.hitmarker.x = -12; self.hitmarker.y = -12; self.hitmarker.alpha = 0; self.hitmarker setshader( "damage_feedback", 24, 48 ); } startwaiting() { while( 1 ) { foreach( zombie in getaiarray( level.zombie_team ) ) { if( !(IsDefined( zombie.waitingfordamage )) ) { zombie thread hitmark(); } } wait 0.25; } } hitmark() { self endon( "killed" ); self.waitingfordamage = 1; while( 1 ) { self waittill( "damage", amount, attacker, dir, point, mod ); // attacker.hitmarker.alpha = 0; if( isplayer( attacker ) ) { if( isalive( self ) ) { attacker.hitmarker.color = ( 1, 1, 1 ); attacker.hitmarker.alpha = 1; attacker.hitmarker fadeovertime( 1 ); attacker.hitmarker.alpha = 0; } else { attacker.hitmarker.color = ( 1, 0, 0 ); attacker.hitmarker.alpha = 1; attacker.hitmarker fadeovertime( 1 ); attacker.hitmarker.alpha = 0; self notify( "killed" ); } } } } 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( death ) { self hud_show_zombie_health(self.targetZombie, true); } else { } if (IsDefined(self.targetZombie) && isalive(self.targetZombie)) { self hud_show_zombie_health(self.targetZombie, false); } } 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; } hud_show_zombie_health(zombie, isDead) { self endon("disconnect"); level endon("end_game"); if (!isdefined(zombie)) return; if (!isdefined(self.hud_zombie_health)) { self.hud_zombie_health = self createprimaryprogressbar(); self.hud_zombie_health setpoint( "RIGHT", "BOTTOM", -75, -13 ); self.hud_zombie_health.hidewheninmenu = false; self thread configbar(); } zombieIndex = -1; zombieArray = getaiarray(level.zombie_team); for (i = 0; i < zombieArray.size; i++) { if (zombieArray[i] == zombie) { zombieIndex = i; break; } } if (isDead) { self.hud_zombie_health updatebar(0); self.hud_zombie_health.bar.color = (1, 0.2, 0.2); } else { totalHealth = zombie.maxhealth; damageInflicted = totalHealth - zombie.health; healthFraction = zombie.health / totalHealth; healthFractionColor = healthFraction * 100; self.hud_zombie_health updatebar(healthFraction); if(healthFractionColor <= 100 && healthFractionColor >= 71) self.hud_zombie_health.bar.color = (0, 1, 0.5); else if(healthFractionColor <= 70 && healthFractionColor >= 50) self.hud_zombie_health.bar.color = (1, 1, 0); else if(healthFractionColor <= 49 && healthFractionColor >= 25) self.hud_zombie_health.bar.color = (1, 0.5, 0); else if(healthFractionColor <= 24 && healthFractionColor >= 0) self.hud_zombie_health.bar.color = (1, 0.2, 0.2); } if (!isDead && zombie.health == zombie.maxhealth) { self.hud_zombie_health fadeovertime(1.5); self.hud_zombie_health.alpha = 0; wait 1.5; self.hud_zombie_health destroy(); self.hud_zombie_health = undefined; } } configbar() { self endon("disconnect"); level endon("end_game"); while(true) { self.hud_zombie_health.width = 75; self.hud_zombie_health.height = 3; self.hud_zombie_health.alpha = 0; if(self.zombiehealthvisible) self.hud_zombie_health.bar.alpha = 1; else self.hud_zombie_health.bar.alpha = 0; wait 1; } }
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gun camos and such not deleting when i have deleted and redownloaded the game multiple timesNot sure if this would work but go ahead and try deleting them again then verifying your game files within steam and within plutonium itself and see if that fixes the issue. This is a new issue to me so Unsure if this would work or not
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flip the r1/l1 with l2/r2I've been looking for this exact info as well since i cannot find that file either, would it need to be created?