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[Script] Hitmarkers (Updated)

HOT
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Created 9 years ago
by MZslayer11
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MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
[Script] Hitmarkers (Updated)


This is an updated version of an old script that I posted a while ago. This new script addresses many issues with the old script and is much better. Remove all scripting that you did for the old script before using this script. Thanks.




Script created by: PROxFTW
Difficulty: Easy




Download and simply put the files where they belong. The sound files are default WaW files just placed correctly for you. Then just copy the mod.csv lines into your mod.csv and continue with the tutorial.



Step 1
------------------------------
In mapname.gsc above
Code Snippet
Plaintext
maps\_zombiemode::main();
add
Code Snippet
Plaintext
precacheShader( "damage_feedback" );

Step 2
-------------------------------
In _zombiemode_spawner.gsc in the function
Code Snippet
Plaintext
zombie_death_event( zombie ) { CODE }
below
Code Snippet
Plaintext
zombie waittill( "death" );
add
Code Snippet
Plaintext
if( IsDefined( zombie.attacker ) && IsPlayer( zombie.attacker ) ) zombie.attacker thread maps\_damagefeedback::updateDamageFeedback( zombie );

Step 3
--------------------------------
In _zombiemode_spawner.gsc in the function
Code Snippet
Plaintext
zombie_damage( mod, hit_location, hit_origin, player ) { CODE }
below
Code Snippet
Plaintext
if( !IsDefined( player ) )
{
return;
}
add
Code Snippet
Plaintext
if( IsDefined( player ) && IsPlayer( player ) ) player thread maps\_damagefeedback::updateDamageFeedback( self );

Step 4
--------------------------
Do the same thing in Step 3 for Step 4 but this time in the zombie_damage_ads function
Code Snippet
Plaintext
zombie_damage_ads( mod, hit_location, hit_origin, player ) { CODE }

Step 5
--------------------------
In _zombiemode.gsc find
Code Snippet
Plaintext
onPlayerSpawned() { CODE }
and below
Code Snippet
Plaintext
self add_to_spectate_list();
add
Code Snippet
Plaintext
if( !IsDefined( self.hud_damagefeedback ) )
self thread maps\_damagefeedback::init();

Step 5
--------------------------
Make sure all scripts are checked in your mod builder and build you mod.

DONE



If you use this script in your map, give credit to PROxFTW and MZslayer11
Last Edit: May 12, 2015, 12:52:12 am by MZslayer11
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There were a few reasons why I never posted this, not cause I didn't want anyone to know, but if you can tell, the sound doesn't exactly work, I believe the SP_hit_alert was changed to MP_hit_alert for the sound, and maybe something else but can't remember. And there was an issue where you could get hitmarkers on an already killed zombie. I was just never in the mood to exactly go about fixing any of this, so why I never posted it, and wanted to redo the script a bit. Also, the one you copied had an issue in co-op, just if you are going to keep it just update it, the updated script was like 3 post below.
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There were a few reasons why I never posted this, not cause I didn't want anyone to know, but if you can tell, the sound doesn't exactly work, I believe the SP_hit_alert was changed to MP_hit_alert for the sound, and maybe something else but can't remember. And there was an issue where you could get hitmarkers on an already killed zombie. I was just never in the mood to exactly go about fixing any of this, so why I never posted it, and wanted to redo the script a bit. Also, the one you copied had an issue in co-op, just if you are going to keep it just update it, the updated script was like 3 post below.

I believe I actually copied the script from the last one down and it seems to be working fine (except sounds, I will mention this in the tutorial). I test coop with my friend and it worked fine. Also, I haven't noticed hitmarkers on killed zombies so that's good.  ;)
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There were a few reasons why I never posted this, not cause I didn't want anyone to know, but if you can tell, the sound doesn't exactly work, I believe the SP_hit_alert was changed to MP_hit_alert for the sound, and maybe something else but can't remember. And there was an issue where you could get hitmarkers on an already killed zombie. I was just never in the mood to exactly go about fixing any of this, so why I never posted it, and wanted to redo the script a bit. Also, the one you copied had an issue in co-op, just if you are going to keep it just update it, the updated script was like 3 post below.
You could just check if the zombie is alive after they get damaged,
Code Snippet
Plaintext
if(isAlive(zombie))
Last Edit: March 05, 2015, 05:30:19 am by Ege115
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Finally, Ive been trying to find this for literally ages lol

Thanks for sharing MZslayer11

And thanks for the script PROxFTW :)
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Nice Thanks for sharing :D

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I know this is a silly question but could you upload some sort of video/pic so non-scripters know what this is about? I understand this but i would like to see it in a more visual way.
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Its the same thing as you get in multiplayer

If you hit someone (in this case a zombie) you hear a noice, and see a little crosshair appear for about a second.

If you get them in the head, its usually a slightly different noise

Its literally just to indicate the bullet hit a "opponent"
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You could just check if the zombie is alive after they get damaged,
Code Snippet
Plaintext
if(isAlive(zombie))
Yah I know, was going to be my way to fix it, but just got to lazy to ever do it.
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Thank You for sharing
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If I remember correctly, this plays for everyone, so if you shoot zombie, friends can see your hitmarkers  :-\
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If I remember correctly, this plays for everyone, so if you shoot zombie, friends can see your hitmarkers  :-\

Nope. That was a similar script. This one is fixed, and I tested it coop  ;)
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Idk if I'M doing something wrong but this seems to lag my map and delay everything
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Idk if I'M doing something wrong but this seems to lag my map and delay everything

Hmm... I'm not sure what to tell you as I have not experienced this problem and I am not particularly experienced in scripting.
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This is an updated version of the hitmarkers. Not really necessary to update but should be a little better than the original script. This includes headshot sounds and no longer shows hitmarkers on dead zombies. This does require a little more scripting but should be more reliable. Also MZslayer11 if you want to update you can but up to you. If there are any issues let me know. My files are completely different so I tried to determine the exact spots they should be but I could have messed something up still.

Step 1
------------------------------
In mapname.gsc above
Code Snippet
Plaintext
maps\_zombiemode::main();
add
Code Snippet
Plaintext
precacheShader( "damage_feedback" );

Step 2
-------------------------------
In _zombiemode_spawner.gsc in the function
Code Snippet
Plaintext
zombie_death_event( zombie ) { CODE }
below
Code Snippet
Plaintext
zombie waittill( "death" );
add
Code Snippet
Plaintext
if( IsDefined( zombie.attacker ) && IsPlayer( zombie.attacker ) ) zombie.attacker thread maps\_damagefeedback::updateDamageFeedback( zombie );

Step 3
--------------------------------
In _zombiemode_spawner.gsc in the function
Code Snippet
Plaintext
zombie_damage( mod, hit_location, hit_origin, player ) { CODE }
below
Code Snippet
Plaintext
if( !IsDefined( player ) )
{
return;
}
add
Code Snippet
Plaintext
if( IsDefined( player ) && IsPlayer( player ) ) player thread maps\_damagefeedback::updateDamageFeedback( self );

Step 4
--------------------------
Do the same thing in Step 3 for Step 4 but this time in the zombie_damage_ads function
Code Snippet
Plaintext
zombie_damage_ads( mod, hit_location, hit_origin, player ) { CODE }

Step 5
--------------------------
In _zombiemode.gsc find
Code Snippet
Plaintext
onPlayerSpawned() { CODE }
and below
Code Snippet
Plaintext
self add_to_spectate_list();
add
Code Snippet
Plaintext
if( !IsDefined( self.hud_damagefeedback ) )
self thread maps\_damagefeedback::init();

Step 6
---------------------------
Download: https://www.mediafire.com/?p1clt5klq6g1lny
And simply put the files where they belong. The sound files are default waw files just placed correctly for you. There are also 2 csv files because the sound info came from 2 different csv files and I didn't feel like modifying them to work in 1. Then just copy the mod.csv lines into your mod.csv and done.

Video of the updated version for those wondering
Spoiler: click to open...

 
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