UGX-Mods

Call of Duty 5: World at War => Help Desk => Topic started by: MrDunlop4 on October 10, 2014, 10:53:38 pm

Title: Hitmarker Script?
Post by: MrDunlop4 on October 10, 2014, 10:53:38 pm
Hey Guys

Does anyone have a script for hitmarker? When yes can i got it?

Thx

MrDunlop4
Title: Re: Hitmarker Script?
Post by: FATKIDSLOV3CAK3 on October 24, 2014, 08:54:47 am
i would also like this
Title: Re: Hitmarker Script?
Post by: RamboBadass on October 24, 2014, 09:52:47 am
I will 3rd this ... Someone please hook us up! Lol
Title: Re: Hitmarker Script?
Post by: BluntStuffy on October 24, 2014, 11:26:01 am
never tried, but maybe you can use this somehow:

maps\_damagefeedback.gsc

Title: Re: Hitmarker Script?
Post by: PROxFTW on October 24, 2014, 03:25:53 pm
Here try this out. Note: The sound doesn't seem to work and probably because either I don't have it in the mod.csv or it is very quiet but I couldn't find the sound file for the hit marker so if you want that you will have to do that part yourself.
First copy _damagefeedback.gsc into mods/Mapname/maps
Now replace everything in that gsc with
Code Snippet
Plaintext
// MikeD (12/17/2007): Not called anywhere
init()
{
//precacheShader( "damage_feedback" );

//if ( getDvar( "scr_damagefeedback" ) == "" )
// setDvar( "scr_damagefeedback", "0" );

//if ( !getDvarInt( "scr_damagefeedback" ) )
// return;

self.hud_damagefeedback = newHudElem( self );
self.hud_damagefeedback.alignX = "center";
self.hud_damagefeedback.alignY = "middle";
self.hud_damagefeedback.horzAlign = "center";
self.hud_damagefeedback.vertAlign = "middle";
self.hud_damagefeedback.y = 12;
self.hud_damagefeedback.alpha = 0;
self.hud_damagefeedback.archived = true;
self.hud_damagefeedback setShader( "damage_feedback", 24, 48 );
}

monitorDamage()
{
//if ( !getDvarInt( "scr_damagefeedback" ) )
// return;
self.damageInit = true;

for ( ;; )
{
self waittill( "damage", amount, attacker );

if ( IsPlayer( attacker ) )
attacker updateDamageFeedback();
}
}

updateDamageFeedback()
{
//if ( !IsPlayer( self ) )
// return;

self playlocalsound( "SP_hit_alert" );

self.hud_damagefeedback.alpha = 1;
self.hud_damagefeedback fadeOverTime( 1 );
self.hud_damagefeedback.alpha = 0;
}
Next in mapname.gsc find
Code Snippet
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init() {  }
and below
Code Snippet
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maps\_zombiemode::main();
add
Code Snippet
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level thread HitTest();
And above
Code Snippet
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maps\_zombiemode::main();
add
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precacheShader( "damage_feedback" );
And at the bottom of mapname.gsc add
Code Snippet
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HitTest()
{
for( i = 0; i < GetPlayers().size; i++ )
GetPlayers()[i] thread maps\_damagefeedback::init();
while( 1 )
{
ai = GetAiArray( "axis" );
for( i = 0; i < ai.size; i++ )
if( !IsDefined( ai[i].damageInit ) )
ai[i] thread maps\_damagefeedback::monitorDamage();
wait .01;
}
}
Note: Don't forget to check _damagefeedback.gsc when you build your mod
Title: Re: Hitmarker Script?
Post by: FATKIDSLOV3CAK3 on October 24, 2014, 04:34:35 pm

Note: Don't forget to check _damagefeedback.gsc when you build your mod

thanks man will try this out in abit  :)
Title: Re: Hitmarker Script?
Post by: chromastone10 on October 25, 2014, 04:49:01 pm
Here try this out. Note: The sound doesn't seem to work and probably because either I don't have it in the mod.csv or it is very quiet but I couldn't find the sound file for the hit marker so if you want that you will have to do that part yourself.
First copy _damagefeedback.gsc into mods/Mapname/maps
Now replace everything in that gsc with
Code Snippet
Plaintext
// MikeD (12/17/2007): Not called anywhere
init()
{
//precacheShader( "damage_feedback" );

//if ( getDvar( "scr_damagefeedback" ) == "" )
// setDvar( "scr_damagefeedback", "0" );

//if ( !getDvarInt( "scr_damagefeedback" ) )
// return;

self.hud_damagefeedback = newHudElem( self );
self.hud_damagefeedback.alignX = "center";
self.hud_damagefeedback.alignY = "middle";
self.hud_damagefeedback.horzAlign = "center";
self.hud_damagefeedback.vertAlign = "middle";
self.hud_damagefeedback.y = 12;
self.hud_damagefeedback.alpha = 0;
self.hud_damagefeedback.archived = true;
self.hud_damagefeedback setShader( "damage_feedback", 24, 48 );
}

monitorDamage()
{
//if ( !getDvarInt( "scr_damagefeedback" ) )
// return;
self.damageInit = true;

for ( ;; )
{
self waittill( "damage", amount, attacker );

if ( IsPlayer( attacker ) )
attacker updateDamageFeedback();
}
}

updateDamageFeedback()
{
//if ( !IsPlayer( self ) )
// return;

self playlocalsound( "SP_hit_alert" );

self.hud_damagefeedback.alpha = 1;
self.hud_damagefeedback fadeOverTime( 1 );
self.hud_damagefeedback.alpha = 0;
}
Next in mapname.gsc find
Code Snippet
Plaintext
init() {  }
and below
Code Snippet
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maps\_zombiemode::main();
add
Code Snippet
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level thread HitTest();
And above
Code Snippet
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maps\_zombiemode::main();
add
Code Snippet
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precacheShader( "damage_feedback" );
And at the bottom of mapname.gsc add
Code Snippet
Plaintext
HitTest()
{
for( i = 0; i < GetPlayers().size; i++ )
GetPlayers()[i] thread maps\_damagefeedback::init();
while( 1 )
{
ai = GetAiArray( "axis" );
for( i = 0; i < ai.size; i++ )
if( !IsDefined( ai[i].damageInit ) )
ai[i] thread maps\_damagefeedback::monitorDamage();
wait .01;
}
}
Note: Don't forget to check _damagefeedback.gsc when you build your mod

this doesnt work coop, when another player shoots or damages a zombie, the hitmarker appears on everyone's screen
Title: Re: Hitmarker Script?
Post by: PROxFTW on October 25, 2014, 05:08:43 pm
this doesnt work coop, when another player shoots or damages a zombie, the hitmarker appears on everyone's screen
Here chroma, try this and see if this makes a difference. Replace _damagefeedback.gsc with
Code Snippet
Plaintext
#include maps\_hud_util;
// MikeD (12/17/2007): Not called anywhere
init()
{
//precacheShader( "damage_feedback" );

//if ( getDvar( "scr_damagefeedback" ) == "" )
// setDvar( "scr_damagefeedback", "0" );

//if ( !getDvarInt( "scr_damagefeedback" ) )
// return;

self.hud_damagefeedback = self CreateRectangle( "", "", 0, 0, 24, 48, 1, ( 1, 1, 1 ), 0, "damage_feedback" );
}

CreateRectangle( Align, Relative, X, Y, Width, Height, Sort, Color, Alpha, Shader )
{
Box = NewClientHUDElem( self );
Box.ElemType = "bar";
if( !level.splitscreen )
{
Box.X = -2;
Box.Y = -2;
}
Box.Width = Width;
Box.Height = Height;
Box.Align = Align;
Box.Relative = Relative;
Box.XOffset = 0;
Box.YOffset = 0;
Box.Children = [];
Box.Sort = Sort;
if( IsDefined( Color ) )
Box.Color = Color;
Box.Alpha = Alpha;
Box.Shader = Shader;
Box SetParent( level.UIParent );
Box SetShader( Shader, Width, Height );
Box.Hidden = false;
Box SetPoint( Align, Relative, X, Y );
return Box;
}

monitorDamage()
{
//if ( !getDvarInt( "scr_damagefeedback" ) )
// return;
self.damageInit = true;

for ( ;; )
{
self waittill( "damage", amount, attacker );

if ( IsPlayer( attacker ) )
attacker updateDamageFeedback();
}
}

updateDamageFeedback()
{
//if ( !IsPlayer( self ) )
// return;

self playlocalsound( "MP_hit_alert" );

self.hud_damagefeedback.alpha = 1;
self.hud_damagefeedback fadeOverTime( 1 );
self.hud_damagefeedback.alpha = 0;
}
and then in mapname.gsc replace
Code Snippet
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HitTest(){ }
with
Code Snippet
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HitTest()
{
flag_wait( "all_players_connected" );
        wait 1;
for( i = 0; i < GetPlayers().size; i++ )
GetPlayers()[i] thread maps\_damagefeedback::init();
while( 1 )
{
ai = GetAiArray( "axis" );
for( i = 0; i < ai.size; i++ )
if( !IsDefined( ai[i].damageInit ) )
ai[i] thread maps\_damagefeedback::monitorDamage();
wait .01;
}
}