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[TF2] Real-time Damage Display


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Author
Wolfbane3PG
Junior Member
Join Date: Jul 2009
Plugin ID:
1054
Plugin Version:
1.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Displays real-time damage inflicted by player, inspired by AMX bullet_damage plugin
    Old 07-31-2009 , 12:02   [TF2] Real-time Damage Display
    Reply With Quote #1

    Real-Time Damage Display 1.1


    Description
    This plugin will display the damage dealt as you attack, with a slide animation upward.
    The slide animation is enabled by default but can be disabled.

    This plugin is great for training to learn what kind of damage you deal as you play.


    CVARs
    realtimedamage_enabled [Default: 1] (1 - On, 0 - Off)

    NEW CVARS
    realtimedamage_default [Default: 1] (1 - On, 0 - Off)
    realtimedamage_slide [Default: 1] (1 - On, 0 - Off --> realtimedamage_animate in v1.0)
    realtimedamage_triggers (Default: "showdamage displaydamage")

    realtimedamage_default cvar sets the default display mode for any new players to the server (provided realtimedamage_enabled is On).
    This allows an admin to enable the plugin, but have it default to "Off" unless a player specifically turns it on for themself. (This is to accomodate the plug-in being enabled on a server but not be forced to display to those who might get annoyed by it)

    realtimedamage_triggers cvar allows you to have custom say hooks for the plugin to be enabled/disabled by the players (for themselves only, of course). This is useful if you want to have shorter commands, or a multitude of commands that will enable/disable the Display for a user.
    N.B. This CVAR only takes effect after you RELOAD the plugin (or restart server)
    sm plugins reload # (where # is the plugin number from "sm plugins list")

    example: realtimedamage_triggers "show damage"
    If a player says any of
    !show
    /show
    !damage
    /damage

    the display will be toggled on/off for that player

    Changelog
    August 04, 2009
    • Version 1.1 released today, attached as realtimedamage.sp
    • Old version still attached as realtimedamage1.0.sp
    • Changed name of CVAR realtimedamage_animate to realtimedamage_slide
    • Fixed bugs with some damage showing as negatives
    • Added new functionality through 2 new cvars
      • realtimedamage_triggers
      • realtimedamage_default

    Installation
    Put the smx file into your Plugins folder

    Screenshot
    [IMG]http://img43.**************/img43/7615/plgoldrush0002b.jpg[/IMG]

    Older version : realtimedamage1.0.sp
    Latest version: realtimedamage.sp
    Attached Files
    File Type: sp Get Plugin or Get Source (realtimedamage1.0.sp - 2027 views - 3.3 KB)
    File Type: sp Get Plugin or Get Source (realtimedamage.sp - 2988 views - 6.2 KB)

    Last edited by Wolfbane3PG; 08-20-2009 at 17:26. Reason: Update to version 1.1
    Wolfbane3PG is offline
    noodleboy347
    AlliedModders Donor
    Join Date: Mar 2009
    Old 08-01-2009 , 16:13   Re: [TF2] Real-time Damage Display
    Reply With Quote #2

    Oh this is awesome! I'll try it out in a couple hours!
    noodleboy347 is offline
    Dragonshadow
    BANNED
    Join Date: Jun 2008
    Old 08-01-2009 , 18:20   Re: [TF2] Real-time Damage Display
    Reply With Quote #3

    So kind've like scrolling combat text in world of warcraft?
    Dragonshadow is offline
    Wolfbane3PG
    Junior Member
    Join Date: Jul 2009
    Old 08-04-2009 , 20:36   Re: [TF2] Real-time Damage Display
    Reply With Quote #4

    I guess so? I'm not familiar with World of Warcraft, sorry.

    Hope you enjoy this though!


    This plugin has been tested pretty well, but please post here if you encounter any strange behaviour. Thanks alot!

    Last edited by Wolfbane3PG; 08-04-2009 at 20:59.
    Wolfbane3PG is offline
    DarthJiggles
    Junior Member
    Join Date: Feb 2009
    Old 08-05-2009 , 19:54   Re: [TF2] Real-time Damage Display
    Reply With Quote #5

    Works really well for me and the server. I tried to break a cap on the damage that it can display but I have yet to find that. It works just fine with 298 million damage

    [IMG]http://img37.**************/img37/1598/cyberpunk0003.th.jpg[/IMG]
    DarthJiggles is offline
    Chris-_-
    SourceMod Donor
    Join Date: Oct 2008
    Old 08-05-2009 , 23:36   Re: [TF2] Real-time Damage Display
    Reply With Quote #6

    i lold.
    Chris-_- is offline
    MrSaturn
    SourceMod Donor
    Join Date: Jan 2009
    Old 08-12-2009 , 13:51   Re: [TF2] Real-time Damage Display
    Reply With Quote #7

    The trouble is whenever you do large seperate amounts of damage in a short amount of time. It looks messy and stuttery.

    Is there a way you can speed up the sliding or maybe make it so that

    if you damage someone with 10 damage
    then damage someone with 20 damage
    10 damage wont show up after it again...
    __________________
    MrSaturn is offline
    Wolfbane3PG
    Junior Member
    Join Date: Jul 2009
    Old 08-19-2009 , 08:29   Re: [TF2] Real-time Damage Display
    Reply With Quote #8

    @MrSaturn
    That should have been fixed in 1.1
    Can you verify that you are using version 1.1 of the plugin?

    Also, is this with slideup enabled?
    Wolfbane3PG is offline
    Ruzli
    Junior Member
    Join Date: Jul 2009
    Old 08-19-2009 , 08:56   Re: [TF2] Real-time Damage Display
    Reply With Quote #9

    hi, i just intalled your plugin, latest version, and when i hit fast, slide thing fast switch from new and to old damage, so i can't see how much i did hit... can you just make smt like:
    40
    20
    50
    instead of:
    40 then 20 then 50 then again 40
    Ruzli is offline
    krolus
    Senior Member
    Join Date: May 2009
    Location: Russia, Omsk
    Old 08-20-2009 , 11:12   Re: [TF2] Real-time Damage Display
    Reply With Quote #10

    Nice work.
    1st:
    Code:
    switch (player)
    	{
    	case 0:{
    		PrintToChat(client, "\x04*** [ON] Real-time Damage Display [ON] ***"); 
    		g_displayEnabled[client] = 1;
    	case 1:{
    		PrintToChat(client, "\x04*** [OFF] Real-time Damage Display [OFF] ***");     
    		g_displayEnabled[client] = 0;      
    }                                         
    	}
    it's simple, just add {} to case =)

    2nd: You need to rework slide effect. For example make 5 strings, with each tick dmg will move higher. When player hurt somebody, all dmg's strings move up by one and on lowest string will be shown latest dmg.

    3nd: Add customizable colors.

    4: Why u use g_maxConcurrentUsers? MaxClients rulz =)

    Last edited by krolus; 08-20-2009 at 11:46.
    krolus is offline
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