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[TF2] Real-time Damage Display


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krolus
Senior Member
Join Date: May 2009
Location: Russia, Omsk
Old 09-08-2009 , 02:50   Re: [TF2] Real-time Damage Display
Reply With Quote #31

I can make clientprefs system, add some cvars, show hp of damaged enemys and self, but it will take a lot of time. Now i am busy with writing ammomod plugin. When i done with it, i'll look to yours requests.

physonic, take it, original version with disguise fix.

[deleted file]

Last edited by krolus; 09-14-2009 at 11:49.
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physonic
Junior Member
Join Date: May 2009
Old 09-08-2009 , 03:50   Re: [TF2] Real-time Damage Display
Reply With Quote #32

Krolus..! Thanks I couldn't be happier, great work!

Just one thing, i get this error message when downloading the smx
Plugin failed to compile! Please try contacting the author.

if I try to compile myself i get this:
realtimedamage1.0.1.sp(55) : error 017: undefined symbol "victim"

It seems it is the code for the spy fix its not liking

Last edited by physonic; 09-08-2009 at 04:00.
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krolus
Senior Member
Join Date: May 2009
Location: Russia, Omsk
Old 09-08-2009 , 10:18   Re: [TF2] Real-time Damage Display
Reply With Quote #33

physonic, sorry, my bad. I haven't even try to compile it.

Fixed (renamed file, realtblahblahblah is too big ). Test it plz, i don't have time to it.

Quote:
Originally Posted by godling View Post
[*]Prevent the Dead-Ringer providing set damage feedback.
Hm. How? If plugin won't show damage when player "kill" spy, player will know that spy have dead ringer. How many damage (in percent) are blocked by dead ringer. If we now it, plugin can show full damage and mark damage as killshot (red color in original version).

[deleted file]

Last edited by krolus; 09-14-2009 at 11:50.
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physonic
Junior Member
Join Date: May 2009
Old 09-09-2009 , 09:18   Re: [TF2] Real-time Damage Display
Reply With Quote #34

Thanks for the work, though there is still some small error somewhere in the code krolus, this is what i get spammed in my error log:

L 09/09/2009 - 13:49:12: [SM] Native "GetEntProp" reported: Entity 6 is invalid
L 09/09/2009 - 13:49:12: [SM] Displaying call stack trace for plugin "rtdamage.smx":
L 09/09/2009 - 13:49:12: [SM] [0] Line 58, /home/groups/alliedmodders/forums/files/5/4/0/1/5/49300.attach::Event_PlayerHurt()
L 09/09/2009 - 13:49:42: [SM] Native "GetEntProp" reported: Entity 4 is invalid
L 09/09/2009 - 13:49:42: [SM] Displaying call stack trace for plugin "rtdamage.smx":
L 09/09/2009 - 13:49:42: [SM] [0] Line 58, /home/groups/alliedmodders/forums/files/5/4/0/1/5/49300.attach::Event_PlayerHurt()
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krolus
Senior Member
Join Date: May 2009
Location: Russia, Omsk
Old 09-09-2009 , 10:11   Re: [TF2] Real-time Damage Display
Reply With Quote #35

another fix

v 1.0.2
Attached Files
File Type: sp Get Plugin or Get Source (rtdamage.sp - 470 views - 3.4 KB)
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physonic
Junior Member
Join Date: May 2009
Old 09-09-2009 , 15:19   Re: [TF2] Real-time Damage Display
Reply With Quote #36

Once more, thanks a lot.

It seems to work without problems so far
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krolus
Senior Member
Join Date: May 2009
Location: Russia, Omsk
Old 09-20-2009 , 11:51   Re: [TF2] Real-time Damage Display
Reply With Quote #37

For those who using my version. Fixed some stupid things (large number of timers and another)

v 1.2.3
Attached Files
File Type: sp Get Plugin or Get Source (dispdmg.sp - 543 views - 9.8 KB)
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Last edited by krolus; 09-20-2009 at 14:32. Reason: oops. fixed another bug. reuploaded
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SeeingBllue
Junior Member
Join Date: Aug 2008
Old 09-29-2009 , 22:36   Re: [TF2] Real-time Damage Display
Reply With Quote #38

Found these in my error logs. don't know if the mean anything

Code:
L 09/29/2009 - 19:42:37: [SM] Native "ShowHudText" reported: Client 5 is not in-game
L 09/29/2009 - 19:42:37: [SM] Displaying call stack trace for plugin "realtimedamage.smx":
L 09/29/2009 - 19:42:37: [SM]   [0]  Line 184, /home/groups/alliedmodders/forums/files/5/7/7/3/1/46874.attach::DisplayDamage()
L 09/29/2009 - 19:42:37: [SM] Native "ShowHudText" reported: Client 6 is not in-game
L 09/29/2009 - 19:42:37: [SM] Displaying call stack trace for plugin "realtimedamage.smx":
L 09/29/2009 - 19:42:37: [SM]   [0]  Line 184, /home/groups/alliedmodders/forums/files/5/7/7/3/1/46874.attach::DisplayDamage()
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krolus
Senior Member
Join Date: May 2009
Location: Russia, Omsk
Old 01-26-2010 , 08:26   Re: [TF2] Real-time Damage Display
Reply With Quote #39

I think this plugin can be unapproved now, because valve implemented it in tf2.
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wrock
New Member
Join Date: Jun 2009
Old 02-04-2010 , 08:08   Re: [TF2] Real-time Damage Display
Reply With Quote #40

valve implemented it in tf2? really?

other question: is it possible to trigger if the attacker dont hit anyone, so dont do any damage. So that i am able to get a punishment if i miss a shot or do something to hit myself, for rocket jump or something like that...


lg lukas
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