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Bullet Damage with new HudMessages | UPDATED 10/04/11


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ANTICHRISTUS
kingdom of weird stuff
Join Date: Jun 2010
Location: My kingdom is not in thi
Old 05-21-2011 , 18:50   Re: Bullet Damage with Director Hud Message and HudMessage v1.6
Reply With Quote #31

very nice plugin, tested and working finely, good job
but I have some suggestions:

you should add the damage inflicted to the hostages too, and change the color when you shoot a teammate, because a player may kill his teammate in the dark of the zombie plague for example.
also, try to use smaller digits please.
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bboygrun
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Join Date: May 2010
Location: France
Old 06-29-2011 , 14:02   Re: Bullet Damage with Director Hud Message and HudMessage v1.6
Reply With Quote #32

Thanks Antichristus, i didn't see your post, sorry :X.

When you will shoot teammates it will be as if you did damages to yourself.

Done.
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dfwu.dark
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Join Date: Mar 2011
Location: In dreams...
Old 07-02-2011 , 16:31   Re: Bullet Damage with Director Hud Message and HudMessage v1.6
Reply With Quote #33

i definitely will use it in my zm server
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bboygrun
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Join Date: May 2010
Location: France
Old 07-02-2011 , 16:44   Re: Bullet Damage with Director Hud Message and HudMessage v1.6
Reply With Quote #34

Thanks .
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bboygrun
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Join Date: May 2010
Location: France
Old 08-12-2011 , 18:04   Re: Bullet Damage with Director Hud Message and HudMessage v1.7
Reply With Quote #35

New cvar :

**
Bullet_Show_Mode
- 0 : Circle ---> http://**************/photo/my-images/843/circlen.jpg/
- 1 : Vertical ---> http://**************/photo/my-images/706/verticalt.jpg/
- 2 : Horizontal ---> http://**************/photo/my-images...rizontala.jpg/
- 3 : Arch of circle ---> http://img855.**************/img855/6...clevictime.jpg

DEFAULT = Arch of Circle
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Last edited by bboygrun; 08-12-2011 at 19:11. Reason: New show mode, arch of circle
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Niak
SourceMod Donor
Join Date: Mar 2011
Location: France
Old 08-12-2011 , 19:03   Re: Bullet Damage with Director Hud Message and HudMessage v1.7
Reply With Quote #36

Nice work, it's a good idea the show mode.
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bboygrun
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Join Date: May 2010
Location: France
Old 08-12-2011 , 19:10   Re: Bullet Damage with Director Hud Message and HudMessage v1.7
Reply With Quote #37

Thanks Niak ^^ ..

I added a new "show mode" : Arch of circle, the arch of circle is now the default.

http://img855.**************/img855/6...clevictime.jpg

I hope you will like this !
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klaudys
Junior Member
Join Date: Aug 2011
Old 08-18-2011 , 07:09   Re: Bullet Damage with Director Hud Message and HudMessage v1.7
Reply With Quote #38

Everything works fine, but why don't show Headshot then i do hs?
Here is my .sma:
Code:
/***************************************************************************************************
********************
***********
******
***
*                       New Bullet Damage with Director Hud Message
*
*                       All credits return to ArkShine for : 
*                        http://forums.alliedmods.net/showthread.php?t=149210
*                       And thanks to ConnorMcLeod for a lot of optimizations and take the RGB in one CVAR :
*                http://forums.alliedmods.net/showthread.php?t=62224
*            Thanks to schmurgel1983 for : ( Help with the bd_show_text native )
*                http://forums.alliedmods.net/showthread.php?p=1436434#post1436434 
*                       Big Thanks to Micapat :D
*                      
*                      The victim Hud color : Red
*                   The attacker Hud color : Green
*                     When the player does damage to himself, Hud color is Orange
*
*                       Version : 1.6
*                       Author : Bboy GruN
*
*                       *********** Cvars :
*                       * Bullet Damage Mode : 
*                                - 0 : It just uses the director Hud Message = DEFAULT
*                                - 1 : It Uses HudMessage when the victim is far from the attacker AND 
*                                when the victim & attacker are near it uses Director Hud Message.
*                       * Bullet Distance : 
*                                - Only work if Bullet Damage Mode is set to 1, when the attacker and the victim 
*                                are at X distance, we will use HudMessage.
*                       * Bullet Walls :
*                           - 0 : Disabled = DEFAULT
*                           - 1 : Don't show the damage you did when you shot through a wall
*                       * Bullet Show Spec
*                           - 0 : Disabled
*                              - 1 : Show the HudMessage / Director Hud Message to the spectator = DEFAULT
*            * Bullet_Hs_Mode
*                - 0 : Disabled
*                  - 1 : Always show Director Hud Message on HeadShot
*                - 2 : Show : "HEADSHOT" to : Victim & Attacker = Default
*                       * Color_RGB_Victim
*                              - Color of the Message : RGB ( DEFAULT = 255000000 )
*                  * Color_RGB_Attacker
*                           - Color of the Message : RGB ( DEFAULT = 000255000 )
*            * Color_RGB_Ourself
*                           - Color of the Message : RGB ( DEFAULT = 255102021 )
*            * Bullet_Text_Mode
*                - 0 : DIRECTOR HUD MESSAGE SIZE
*                - 1 : HUD MESSAGE SIZE
*            * Bullet_Show_Mode
*                - 0 : Circle
*                - 1 : Vertical
*                - 2 : Horizontal
*                - 3 : Arch of circle
*
***
******
***********
********************
***************************************************************************************************/

#include < amxmodx >
#include < engine >

#define VERSION "1.7"


new __dhud_color, __dhud_x, __dhud_y, __dhud_effect, __dhud_fxtime, __dhud_holdtime, __dhud_fadeintime, 
__dhud_fadeouttime, __dhud_reliable

new Float: Yv[ 33 ], Float: Xv[ 33 ] /* Victim*/, Float: Ya[ 33 ], Float: Xa[ 33 ] // Attacker

enum All
{
    VictimC, AttackerC, OurselfC, BulletMode, Bullet_Distance, Bullet_Walls, Bullet_ShowSpec, 
    Bullet_Hs_Mode, Bullet_Text_Mode, Bullet_Show_Mode
}
new pCvar[ All ]

public plugin_init() 
{
    register_plugin( "Bullet Damage", VERSION, "BboY GruN" )
    register_cvar( "Director_bullet_dmg", VERSION, FCVAR_SERVER|FCVAR_SPONLY );
    set_cvar_string( "Director_bullet_dmg", VERSION )
    
    pCvar[ BulletMode ] =         register_cvar( "Bullet_Damage_Mode", "1" ) 
    pCvar[ Bullet_Distance ] =        register_cvar( "Bullet_Damage_Distance", "600" ) 
    pCvar[ Bullet_Walls ] =         register_cvar( "Bullet_Damage_NoShowWalls", "0" )
    pCvar[ Bullet_ShowSpec ] =    register_cvar( "Bullet_Show_Spec", "1" )
    pCvar[ Bullet_Hs_Mode ]  =     register_cvar( "Bullet_Hs_Mode", "2" )
    pCvar[ Bullet_Text_Mode ] =    register_cvar( "Bullet_Text_Mode", "0" )
    pCvar[ Bullet_Show_Mode ] =     register_cvar( "Bullet_Show_Mode", "0" )
    
    
    pCvar[ VictimC ] =         register_cvar( "Color_RGB_Victim", "255000000" )
    pCvar[ AttackerC ] =         register_cvar( "Color_RGB_Attacker", "000255000" )
    pCvar[ OurselfC ] =        register_cvar( "Color_RGB_Ourself_Teammate", "255102021" )
    
    register_event( "Damage", "on_damage", "b", "2!0", "3=0", "4!0" ) 
}

public plugin_natives( )
{
    register_native( "bd_show_damage", "native_bd_show_damage", 1 )
    register_native( "bd_show_text", "native_bd_show_text", 0 )
}

// HELP : http://forums.alliedmods.net/showthread.php?p=1436434#post1436434 Thanks to schmurgel1983
public native_bd_show_text( iPlugin, iParams )
{
    static id
    id = get_param( 1 )
    
    if( !is_user_connected( id ) ) // user disconnected .. return 0
    {
        return 0
    }
    
    new Text[ 128 ], Attacker, Size; Attacker = get_param( 2 ); Size = get_param( 3 )
    get_string( 3, Text, charsmax( Text ) )
    show_client_text( id, Text, Attacker, Size )
    
    if( Attacker ) // Is the player attacker ? Yes = 1 -- No = 0
    {
        CheckPosition( id, Attacker )
        return 1
    }
    CheckPosition( id, 0 )
    return 1
}

public native_bd_show_damage( id, damage, style, Attacker )
{
    if( !is_user_connected( id ) )
    {
        return 0
    }
    
    if( !style ) // Show Director Hud Message if style = 0
    {
        show_client_dhm( id, damage, Attacker )
    }
    
    else // Show Hud Message if style = 1 ( Or != 0 )
    {
        show_client_hm( id, damage, Attacker )
    }
    
    if( Attacker ) // Is the player attacker ? Yes = 1 -- No = 0
    {
        CheckPosition( id, Attacker )
        return 1
    }
    
    CheckPosition( id, 0 )
    return 1
}

// Director Hud Message, go to : http://forums.alliedmods.net/showthread.php?t=149210 by : ARKSHINE
public on_damage( Victim )
{    
    static Attacker, AttackerWpn, VictimBodyPart
    Attacker = get_user_attacker( Victim, AttackerWpn, VictimBodyPart )
    
    if( !is_user_alive( Attacker ) || ( get_pcvar_num( pCvar[ Bullet_Walls ] ) && !is_visible( Attacker, Victim ) ) )
    {
        return PLUGIN_CONTINUE;
    }
        
    static damage, R, G, B, pCvar_H, pCvar_TMODE 
    damage = read_data( 2 )
    
    pCvar_H = get_pcvar_num( pCvar[ Bullet_Hs_Mode ] )
    pCvar_TMODE = get_pcvar_num( pCvar[ Bullet_Text_Mode ] )
    
    static AttackerOrigin[ 3 ], VictimOrigin[ 3 ]
    
    if( Attacker != Victim && get_user_team( Attacker ) != get_user_team( Victim ) )
    {
        if( pCvar_H > 0 && VictimBodyPart == HIT_HEAD )
        {
            if( pCvar_H )
            {
                show_client_dhm( Victim, damage, 0 )
                show_client_dhm( Attacker, damage, 1 )
            }
            else
            {
                show_client_text( Victim, "HEADSHOT", 0, pCvar_TMODE )
                show_client_text( Attacker, "HEADSHOT", 1, pCvar_TMODE )
            }
        }
        else
        {
            if( !get_pcvar_num( pCvar[ BulletMode ] ) )
            {
                show_client_dhm( Victim, damage, 0 )
                show_client_dhm( Attacker, damage, 1 )
            }
        
            else
            {
                get_user_origin( Attacker, AttackerOrigin )
                get_user_origin( Victim, VictimOrigin )
                if( get_distance( AttackerOrigin, VictimOrigin ) >  get_pcvar_num( pCvar[ Bullet_Distance ] ) )
                {
                    show_client_hm( Victim, damage, 0 )
                    show_client_hm( Attacker, damage, 1 )
                }
                else
                {
                    show_client_dhm( Victim, damage, 0 )
                    show_client_dhm( Attacker, damage, 1 )
                }
            }
        }
        
        CheckPosition( Victim, 0 )
        CheckPosition( Attacker, 1 )
    }
    else
    {
        // http://forums.alliedmods.net/showthread.php?t=62224
        static iColor; iColor = get_pcvar_num( pCvar[ VictimC ] )
        R = iColor / 1000000
        iColor %= 1000000
        G = iColor / 1000
        B = iColor % 1000
        // http://forums.alliedmods.net/showthread.php?t=62224
        
        set_dhudmessage( R, G, B, -1.0, -1.0, 2, 0.0, 2.0, 0.1, 0.1 )
        show_dhudmessage( Victim, "%i", damage )    
    }
    return PLUGIN_CONTINUE;
}

show_client_dhm( id, damage, Attacker )
{
    static iColor, R, G, B, Float: Y_Pos, Float: X_Pos
    
    if( Attacker ) // The user is the Attacker ( Attacker value = 1 )
    {
        // Attacker
        iColor = get_pcvar_num( pCvar[ AttackerC ] )
        Y_Pos = Ya[ id ]
        X_Pos = Xa[ id ]
    }
    else
    {
        // Victim
        iColor = get_pcvar_num( pCvar[ VictimC ] )
        Y_Pos = Yv[ id ]
        X_Pos = Xv[ id ]
    }
    
    R = iColor / 1000000
    iColor %= 1000000
    G = iColor / 1000
    B = iColor % 1000
    
    set_dhudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02 )
    show_dhudmessage( id, "%i", damage )
    
    if( !get_pcvar_num( pCvar[ Bullet_ShowSpec ] ) )
    {
        return;
    }
    
    new Players[ 32 ], iNum
    get_players( Players, iNum, "bch" )
    
    for( new i = 0, Spectator = 0; i < iNum; i++ )
    {
        Spectator = Players[ i ]                
        if( entity_get_int( Spectator, EV_INT_iuser2 ) == id )
        {
            show_dhudmessage( Spectator, "%i", damage )
        }
    }
}

show_client_hm( id, damage, Attacker )
{
    static iColor, R, G, B, Float: Y_Pos, Float: X_Pos
    
    if( Attacker ) // The user is the Attacker ( Attacker value = 1 )
    {
        // Attacker
        iColor = get_pcvar_num( pCvar[ AttackerC ] )
        Y_Pos = Ya[ id ]
        X_Pos = Xa[ id ]
    }
    else
    {
        // Victim
        iColor = get_pcvar_num( pCvar[ VictimC ] )
        Y_Pos = Yv[ id ]
        X_Pos = Xv[ id ]
    }
    
    R = iColor / 1000000
    iColor %= 1000000
    G = iColor / 1000
    B = iColor % 1000
    
    set_hudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02 )
    show_hudmessage( id, "%i", damage )
    
    if( !get_pcvar_num( pCvar[ Bullet_ShowSpec ] ) )
    {
        return;
    }
    
    new Players[ 32 ], iNum
    get_players( Players, iNum, "bch" )
    
    for( new i = 0, Spectator = 0; i < iNum; i++ )
    {
        Spectator = Players[ i ]                
        if( entity_get_int( Spectator, EV_INT_iuser2 ) == id )
        {
            show_hudmessage( Spectator, "%i", damage )
        }
    }
}

show_client_text( id, text[], Attacker, size )
{
    static iColor, R, G, B, Float: Y_Pos, Float: X_Pos
    
    if( Attacker ) // The user is the Attacker ( Attacker value = 1 )
    {
        // Attacker
        iColor = get_pcvar_num( pCvar[ AttackerC ] )
        Y_Pos = Ya[ id ]
        X_Pos = Xa[ id ]
    }
    else
    {
        // Victim
        iColor = get_pcvar_num( pCvar[ VictimC ] )
        Y_Pos = Yv[ id ]
        X_Pos = Xv[ id ]
    }
    
    R = iColor / 1000000
    iColor %= 1000000
    G = iColor / 1000
    B = iColor % 1000
    
    if( !size )
    {
        set_dhudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02 )
        show_dhudmessage( id, "%s", text )
    }
    else
    {
        set_hudmessage( R, G, B, X_Pos, Y_Pos, 2, 0.0, 1.0, 0.02, 0.02, -1 )
        show_hudmessage( id, "%s", text )
    }
    
    if( !get_pcvar_num( pCvar[ Bullet_ShowSpec ] ) )
    {
        return;
    }
    
    new Players[ 32 ], iNum
    get_players( Players, iNum, "bch" )
    
    for( new i = 0, Spectator = 0; i < iNum; i++ )
    {
        Spectator = Players[ i ]                
        if( entity_get_int( Spectator, EV_INT_iuser2 ) == id )
        {
            if( !size )
            {
                show_dhudmessage( Spectator, "%s", text )
            }
            else
            {
                show_hudmessage( Spectator, "%s", text )
            }
        }
    }
}

CheckPosition( id, Attacker )
{
    switch( get_pcvar_num( pCvar[ Bullet_Show_Mode ] ) ) 
    // [ 0 = CIRCLE ] [ 1 = VERTICAL ] [ 2 = HORIZONTAL ] [ 3 = ARCH OF CIRCLE  ]
    {
        case 0:
        {
            if( Attacker )
            {
                switch( Xa[ id ] )
                {
                    case -0.70: // First attack
                    {
                        Xa[ id ] = -0.575
                        Ya[ id ] = -0.60
                    }
                    case -0.575: // Second
                    {
                        Xa[ id ] = -0.50
                        Ya[ id ] = -0.625
                    }
                    case -0.50: // Third
                    {
                        Xa[ id ] = -0.425
                        Ya[ id ] = -0.60
                    }
                    case -0.425: // Fourth
                    {        
                        Xa[ id ] = -0.30
                        Ya[ id ] = -0.50
                    }
                    case -0.30: // Last
                    {
                        Xa[ id ] = -0.70
                    }
                }
            }
            else
            {
                switch( Xv[ id ] )
                {
                    case -0.30: // First attack
                    {
                        Xv[ id ] = -0.425
                        Yv[ id ] = -0.35
                    }
                    case -0.425: // Second
                    {        
                        Xv[ id ] = -0.50
                        Yv[ id ] = -0.30
                    }
                    case -0.50: // Third
                    {
                        Xv[ id ] = -0.575
                        Yv[ id ] = -0.35
                    }
                    case -0.575: // fourth
                    {
                        Xv[ id ] = -0.70
                        Yv[ id ] = -0.45
                    }
                    case -0.70: // Last
                    {
                        Xv[ id ] = -0.30
                    }
                }
            }
        }
        case 1:
        {
            if( Attacker ) 
            {
                Ya[ id ] += 0.05
                if( Ya[ id ] >= 0.90 )
                {
                    Ya[ id ] = 0.55
                }
            }
            else
            {
                Yv[ id ] += 0.05
                if( Yv[ id ] >= 0.85 )
                {
                    Yv[ id ] = 0.50
                }
            }
        }
        case 2:
        {
            if( Attacker )
            {
                Xa[ id ] += 0.05
                if( Xa[ id ] >= -0.35 )
                {
                    Xa[ id ] = -0.70
                }
            }
            else
            {
                Xa[ id ] += 0.05
                if( Xv[ id ] >= -0.35 )
                {
                    Xv[ id ] = -0.70
                }
            }
        }
        case 3:
        {
            if( Attacker )
            {
                switch( Xa[ id ] )
                {
                    case -0.20: // First attack
                    {
                        
                        if( Ya[ id ] == -0.20 )
                        {
                            Xa[ id ] = -0.20
                            Ya[ id ] = -0.90
                        }
                        else
                        {
                            Xa[ id ] = -0.15
                            Ya[ id ] = -0.80
                        }
                    }
                    case -0.15:
                    {
                        switch( Ya[ id ] )
                        {
                            case -0.80:
                            {
                                Ya[ id ] = -0.70
                            }
                            case -0.70:
                            {
                                Ya[ id ] = -0.60
                            }
                            case -0.60:
                            {
                                Ya[ id ] = -0.50
                            }
                            case -0.50:
                            {
                                Ya[ id ] = -0.40
                            }
                            case -0.40:
                            {
                                Ya[ id ] = -0.30
                            }
                            case -0.30:
                            {
                                Xa[ id ] = -0.20
                                Ya[ id ] = -0.20
                            }
                        }
                    }
                }
            }
            else
            {
                switch( Xv[ id ] )
                {
                    case -0.80: // First attack
                    {
                        
                        if( Yv[ id ] == -0.20 )
                        {
                            Xv[ id ] = -0.80
                            Yv[ id ] = -0.90
                        }
                        else
                        {
                            Xv[ id ] = -0.85
                            Yv[ id ] = -0.80
                        }
                    }
                    case -0.85:
                    {
                        switch( Yv[ id ] )
                        {
                            case -0.80:
                            {
                                Yv[ id ] = -0.70
                            }
                            case -0.70:
                            {
                                Yv[ id ] = -0.60
                            }
                            case -0.60:
                            {
                                Yv[ id ] = -0.50
                            }
                            case -0.50:
                            {
                                Yv[ id ] = -0.40
                            }
                            case -0.40:
                            {
                                Yv[ id ] = -0.30
                            }
                            case -0.30:
                            {
                                Xv[ id ] = -0.80
                                Yv[ id ] = -0.20
                            }
                        }
                    }    
                }
            }
        }
    }
}

public client_putinserver( id )
{
    switch( get_pcvar_num( pCvar[ Bullet_Show_Mode ] ) )
    {
        case 0:
        {
            Ya[ id ] = -0.50
            Xa[ id ] = -0.70
            
            Yv[ id ] = -0.45
            Xv[ id ] = -0.30
            
        }
        case 1:
        {
            Ya[ id ] = 0.55
            Xa[ id ] = 0.53
            
            Xv[ id ] = 0.45
            Yv[ id ] = 0.50
        }
        case 2:
        {
            Ya[ id ] = -0.35
            Xa[ id ] = -0.70
            
            Yv[ id ] = -0.20
            Xv[ id ] = -0.70
        }
        case 3:
        {
            Xv[ id ] = -0.80
            Yv[ id ] = -0.90
            
            Xa[ id ] = -0.20
            Ya[ id ] = -0.90
        }
    }
}


// Director Hud Message, go to : http://forums.alliedmods.net/showthread.php?t=149210 by : ARKSHINE

stock set_dhudmessage( red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = false )
{
    #define clamp_byte(%1)               ( clamp( %1, 0, 255 ) )
    #define pack_color(%1,%2,%3)    ( %3 + ( %2 << 8 ) + ( %1 << 16 ) )

    __dhud_color        =     pack_color( clamp_byte( red ), clamp_byte( green ), clamp_byte( blue ) )
    __dhud_x         =    _:x
    __dhud_y         =     _:y
    __dhud_effect         =     effects
    __dhud_fxtime         =     _:fxtime
    __dhud_holdtime     =    _:holdtime
    __dhud_fadeintime     =    _:fadeintime
    __dhud_fadeouttime     =    _:fadeouttime
    __dhud_reliable     =     _:reliable

    return 1;
}

stock show_dhudmessage( index, const message[], any:... )
{
    new buffer[ 128 ]
    new numArguments = numargs( )

    if( numArguments == 2 )
    {
        send_dhudMessage( index, message )
    }
    else if( index || numArguments == 3 )
    {
        vformat( buffer, charsmax( buffer ), message, 3 )
        send_dhudMessage( index, buffer )
    }
    else
    {
        new playersList[ 32 ], numPlayers;
        get_players( playersList, numPlayers, "ch" )

        if( !numPlayers )
        {
            return 0;
        }

        new Array:handleArrayML = ArrayCreate()

        for( new i = 2, j; i < numArguments; i++ )
        {
            if( getarg( i ) == LANG_PLAYER )
            {
                while( ( buffer[ j ] = getarg( i + 1, j++ ) ) ) {}
                j = 0

                if( GetLangTransKey( buffer ) != TransKey_Bad )
                {
                    ArrayPushCell( handleArrayML, i++ )
                }
            }
        }

        new size = ArraySize( handleArrayML )

        if( !size )
        {
            vformat( buffer, charsmax( buffer ), message, 3 )
            send_dhudMessage( index, buffer )
        }
        else
        {
            for( new i = 0, j; i < numPlayers; i++ )
            {
                index = playersList[ i ]

                for( j = 0; j < size; j++ )
                {
                    setarg( ArrayGetCell( handleArrayML, j ), 0, index )
                }
                
                vformat( buffer, charsmax( buffer ), message, 3 )
                send_dhudMessage( index, buffer )
            }
        }

        ArrayDestroy( handleArrayML )
    }
    return 1;
}

stock send_dhudMessage( const index, const message[] )
{
    message_begin( __dhud_reliable ? ( index ? MSG_ONE : MSG_ALL ) : ( index ? MSG_ONE_UNRELIABLE : MSG_BROADCAST ), SVC_DIRECTOR, _, index )
    {
        write_byte( strlen( message ) + 31 )
        write_byte( DRC_CMD_MESSAGE )
        write_byte( __dhud_effect )
        write_long( __dhud_color )
        write_long( __dhud_x )
        write_long( __dhud_y )
        write_long( __dhud_fadeintime )
        write_long( __dhud_fadeouttime )
        write_long( __dhud_holdtime )
        write_long( __dhud_fxtime )
        write_string( message )
    }
    message_end()
} 

/***************************************************************************************************
********************                *****                    ********************
***********                                                     ***********
******                                                  ******
***                                                 ***
*                       CHANGE LOG :                                   *
*                       1.0 : First                                   *
*            1.1 : Adding Bullet Damage Mode                           *
*             1.2 : Adding Bullet Damage Walls                       *
*            1.3 : Spectators see damage                           *
*            1.4 : Cvar : Bullet_Hs_Mode                            *
*            1.5 : 2 New Natives                               *
*            1.6 : Text SIZE                                   *
*            1.7 : Bullet Show Mode                               *
*                                                     *
***                                                 ***
******                                                  ******
***********                                                     ***********
********************                *****                    ********************
***************************************************************************************************/
klaudys is offline
bboygrun
CHOMP
Join Date: May 2010
Location: France
Old 08-18-2011 , 07:49   Re: Bullet Damage with Director Hud Message and HudMessage v1.7
Reply With Quote #39

Did you change the cvar Bullet_Hs_Mode on your serveur ?

Write in your console "amx_cvar Bullet_Hs_Mode 2" on your server, and tell me if it works, that's strange because in my servers, it works o_o.
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bboygrun is offline
klaudys
Junior Member
Join Date: Aug 2011
Old 08-18-2011 , 23:17   Re: Bullet Damage with Director Hud Message and HudMessage v1.7
Reply With Quote #40

in console it works, changed to 2, and i look from plugin cvars: amx_cvar_Bullet_Hs_mode 2. So, everything looks good, now no players at server, so in the day i will tel you if it works
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