Usually, my players got overflowed after the New Round started (right at the Freeze Time after the previous round ended)
I also used the "Damage Display" whenever player deal damage but they was never got overflowed.
I don't think Hud is the main offender here.
PHP Code:
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage_Post", 1);
RegisterHam(Ham_TakeDamage, "func_breakable", "fw_TakeDamage_Post", 1);
}
public fw_TakeDamage_Post(Ent, inflictor, attacker, Float:damage, damagebits)
{
if(!is_user_alive(attacker))
return
set_hudmessage(255, 0, 0, 0.45, 0.50, 2, 0.1, 2.0, 0.1, 0.1, 1) //Sorry, borrow this
show_hudmessage(attacker, "%i", floatround(damage));
}
I usually force Damage Display to 1 channel (it is 1 in my example) so it will always replace to the same channel, preventing other hud from flashing because it got overrided by damage hud.
Edit: oh wait, that was "Reliable channel overflow" which is another problem. But still, I used damage display but there ain't any overflow happened.
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