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HOT
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Created 10 years ago
by PROxFTW
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[UGX] Documentation Writer & Programmer
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DidUknowiPwn's Groups
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What do you mean "not that method", it'll hide it when the var is true ;=; or you can manually check for ui_hide something.
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What do you mean "not that method", it'll hide it when the var is true ;=; or you can manually check for ui_hide something.
I mean that after adding that && statement it didn't show at all. Setting it to true worked exactly the same as I have now. So no difference if it is set to true and if it is false, it doesn't show at all. Ill take a look possibly tomorrow and see if I can figure it out.
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I mean that after adding that && statement it didn't show at all. Setting it to true worked exactly the same as I have now. So no difference if it is set to true and if it is false, it doesn't show at all. Ill take a look possibly tomorrow and see if I can figure it out.
Sorry meant || :p
well it should be && the identifier might be wrong.
Last Edit: September 23, 2014, 02:11:16 am by DidUknowiPwn
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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whatever the check is && !LCOAL_VIS_MAP_DISPLAY // First argument passes (I cant see if asking for true/false), AND second argument == false, this passes

whatever the check is || !LCOAL_VIS_MAP_DISPLAY // First argument passes (I cant see if asking for true/false) OR the second argument == false, this passes
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Update: Now hides when you pause.
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Headshots doesn't work :P But besides that, it works okay :) Only thing is that the red 'blood' isn't extending with the deaths so the deaths isn't placed on the 'blood'.
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Headshots doesn't work :P But besides that, it works okay :) Only thing is that the red 'blood' isn't extending with the deaths so the deaths isn't placed on the 'blood'.
Are you using custom/ported weapons and/or custom/ported zombie models? If you are it is probably something there and is just a bug if you don't convert them correctly.
Also with the deaths I just didn't feel like trying to adjust it to be fully on it but it is close enough.
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Are you using custom/ported weapons and/or custom/ported zombie models? If you are it is probably something there and is just a bug if you don't convert them correctly.
Also with the deaths I just didn't feel like trying to adjust it to be fully on it but it is close enough.

Yes, but even when I make a headshot with the PTRS it doesn't add a headshot. Neither with the default zombie_colt.
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Yes, but even when I make a headshot with the PTRS it doesn't add a headshot. Neither with the default zombie_colt.
Then it is probably the zombie model being incorrectly converted. I have no issues with headshots unless you modified the code that calculates the headshots.
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I also dont have headshot-problem. Also, can you make it, so it says Downs instead of Deaths?
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I also dont have headshot-problem. Also, can you make it, so it says Downs instead of Deaths?
Yep. Just did it.
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Then it is probably the zombie model being incorrectly converted. I have no issues with headshots unless you modified the code that calculates the headshots.

I didn't change much.

I did change my viewhands, used GCZ script placer and added some guns (which again I don't use). I added the scoreboard shit (changed the .menu name so it's just for this mod) and compiled map and build mod.
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I didn't change much.

I did change my viewhands, used GCZ script placer and added some guns (which again I don't use). I added the scoreboard shit (changed the .menu name so it's just for this mod) and compiled map and build mod.
Okay I figured it out. GCZ script placer removes the code that adds up headshots.
You will need to find
Code Snippet
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zombie_gib_on_damage() { //Code }
and then find
Code Snippet
Plaintext
if( !self zombie_should_gib( amount, attacker, type ) )
{
continue;
}
and add this right under that
Code Snippet
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if( self head_should_gib( attacker, type, point ) && type != "MOD_BURNED" )
{
self zombie_head_gib( attacker );
if(IsDefined(attacker.headshot_count))
{
attacker.headshot_count++;
}
else
{
attacker.headshot_count = 1;
}
//stats tracking
attacker.stats["headshots"] = attacker.headshot_count;
attacker.stats["zombie_gibs"]++;

continue;
}
Hopefully this fixes it. I don't know if there is a certain reason for it being taken out but if you notice an issue than I can see if I can get another way to add up headshots.
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It now works, thanks a bunch! But I think it doesn't add them right away but just after some time.
Last Edit: September 27, 2014, 09:36:12 pm by JoshZombieBoy

 
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