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[Function] Partial fix for napalm HUD

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Created 10 years ago
by daedra descent
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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After playing 4-5 zombie maps that use the same faulty code i've decided to take the initiative and release a partial fix for the napalm zombie. Its not perfect, but definitely an improvement.

What the fix covers:
- Dieing from the napalm zombie in SinglePlayer should now properly disable the HUD FX.
- If it doesn't, a map restart with any map that uses this script should disable it, without the player seeing it when spawning.
- Though untested, players should not see the fire HUD if they disconnect from the lobby properly(Not force shutting the client).

What it doesn't cover:
- if the player quits a SINGLEPLAYER game while the fire hud is active, it will still be active on other maps.
- if a player force shuts down the client(game) while in COOP and having the fire HUD active.
- Other possible events that i didn't test.

issues/Bugs:
This script for whatever reason is triggered by taking damage by the flame FX(or FX while its playing). This can cause the hud to pop up brightly and temporarily blinds the players for no real reason. The only thing that i believe this is caused by is the "fake_death" waittill notify, but have no proof at the moment.

To remove the "fake_death" notify, replace

Code Snippet
Plaintext
players[i] waittill_any( "death", "fake_death", "disconnect"  );

with

Code Snippet
Plaintext
players[i] waittill_any( "death",  "disconnect"  );

Function:
Spoiler: click to open...
Code Snippet
Plaintext
players_disableflamescreen()
{
// fix for Redspace200's flame HUD reset function
first_pass = true;
while(1)
{
players = getPlayers();
for(i=0;i<players.size;i++)
{
if(first_pass == true)
{
first_pass = false;
players[i] setClientDvar("r_flamefx_enable", 0);
}
if(first_pass == false)
{
players[i] waittill_any( "death", "fake_death", "disconnect"  );
players[i] setClientDvar("r_flamefx_enable", 0);
}
}
wait(.01);
}
}

To install:
Open the .gsc with the napalm script in it. Find the function:

Code Snippet
Plaintext
players_disableflamescreen()

And replace it entirely with the code provided above. Recompile the necessary mod files.

Credits:
daedra descent - modified code
Redspace200 - origin code/scripting
SparkyMcSparks - minor help

Additional notes:
- Didn't test in COOP.

Last Edit: May 30, 2014, 02:12:12 am by daedra descent
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Location: scotlandGlasgow, Scotland
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Posts like these are why I believe you are a valuable asset to this site. Good job Deadra. +1
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I really gotta apologise for this problem with my script. I never imagined it'd this big of a problem. Also at the time when I wrote the code, I wasn't aware of how to properly set fire to the screen. Ive updated the scripts to fix this problem and re-sent them to the map developers that are using my code, its up to them if they want to apply it.
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Daedra all you need to do is add the dvar to your config.cfg so that it resets to 0 every time the game is launched.

Method #1 is a console command:
Code Snippet
Plaintext
seta r_flamefx_enable 0

seta means the dvar value you are setting will be saved to your config.cfg

Method #2 is to edit the config.cfg yourself with the line given above, which is located in appdata/codwaw/profiles/yourname/
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  • n123q45
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n123q45
This user is deleted :(
or u can be a bitch, like meh, and use the console :)

 
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