[New] Cooldown Display - modded shnvault & heroes package
Found this superhero package maintained by landfall / ibiruai:
https://github.com/ibiruai/cstrike-s...master/cstrike It had a really cool cooldown implementation, that I expanded to included every hero with a relevant cooldown on my server. Putting it back out there for anyone else who might benefit from it. Enjoy! I changed the handling inside the shnvault to make the most of the 64 character display limit for the HUD message. It dynamically responds to heroes presses and changes into a cooldown area now. It's pretty slick! Check out the Cooldown Display, live on the server in my sig below: https://github.com/heliumdream/db-cs1.6-superheroes Supported Heroes: Code:
sh_GokuKT.sma my shnvault is additionally modded to support SH Show Damage Anubis, and my custom version of Protoman // ibiruai's shnvault also has additional modifications, and has #defines that clearly outline the mods - his code is certainly cleaner. they were both authored to support specific gameplay and features we wanted in our respective servers. they arent quite the same, so examine them closely to figure out what they even offer and if you want to bother implementing anything for yourself. This was super bouillabaisse, I barely got around to making this update, so there's no good changelog, documentation, or the like. A couple comments might be here and there making sense of things. Good luck! |
Re: [New] Cooldown Display - modded shnvault & heroes package
Second Note:
This framework can work with additional cooldown heroes not on the list, but requires updating and modifying the hero itself to include a global array variable that gets keyed with players ids and stores game_time stamps, this informs the modded nvault package about when a player pushed which hero. I would suggest checking a hero with Cooldown Display already implemented to ensure you do it correctly. You then also need to be sure to further modify and edit the nvault package in several places, setting up variables for your newly supported hero, a forward, and adding the new heroes variables to the else if checks inside the displayPowers function (starts line 2802) Again, good luck! --- Third Note: I noticed if you run bots, occasionally they have strange ids, well outside the expected range. This causes all kinds of heroes to throw console errors, virtually all related to unexpected ids. I patched every hero where this was occurring, by adding a check to see if the is user is connected... Code:
if ( !shModActive() || !is_user_alive(id) || !is_user_connected(id)) return I haven't extensively tested these changes, it has sured up the console errors, but I'm not certain if doing this has broken anything else... I only recently added bots, and know I had very stable code that wasn't throwing errors previous to adding bots...so I went to some lengths to get the console back to stable. |
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