Raised This Month: $32 Target: $400
 8% 

[L4D] Damage Info Display 1.3.5


Post New Thread Reply   
 
Thread Tools Display Modes
Dionys
Senior Member
Join Date: Sep 2008
Location: Terra, Russia
Old 02-05-2009 , 14:57   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #101

thx
i'll look and test this
Dionys is offline
Dionys
Senior Member
Join Date: Sep 2008
Location: Terra, Russia
Old 02-05-2009 , 15:04   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #102

this code nice for me
in nearest time i'll add function of save client setting on server side
with your code this will be 1.2.6 version by Dionys && -pk-
thx for support
Dionys is offline
-pk-
Member
Join Date: Feb 2009
Old 02-05-2009 , 15:56   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #103

I'm working on fixing the door_close event, should be completed soon. The event triggers are messed up on L4D which was causing some frustration. I have implimented a timer and a check to get the saferoom door_close event. Just need to make some minor adjustments then figure out how finale maps work.

There is no RoundEnd in campaign, so the other idea didn't work. Also OnMapStart and OnMapEnd won't work for displaying text, only for changing variables.


Campaign is something like this:

changemap (01)
OnMapStart (silent)
RoundStart (silent) <-
PlayerLeftStart
door_close <-
OnMapEnd (silent)

changemap (02)
OnMapStart (silent)
RoundStart (silent) <-
RoundStart
door_close <-
OnMapEnd (silent)

changemap (finale)
OnMapStart (silent)
RoundStart (silent) <-
RoundStart
??????????? <-
OnMapEnd (silent)



and Versus is something like this:



changemap (01)
OnMapStart (silent)

Round1:
RoundStart (silent) <-
PlayerLeftStart
door_close
RoundEnd <-
RoundEnd

Round2:
RoundStart (silent) <-
RoundStart
PlayerLeftStart
door_close
RoundEnd <-
RoundEnd

OnMapEnd (silent)

Finale R1&R2 //still needs a finale trigger because RoundEnd wont display text
RoundStart (silent) <-
RoundStart
PlayerLeftStart
??????????? <-
RoundEnd
RoundEnd

Edit: using finale_vehicle_ready to display text.

Last edited by -pk-; 02-06-2009 at 04:26.
-pk- is offline
Dionys
Senior Member
Join Date: Sep 2008
Location: Terra, Russia
Old 02-06-2009 , 00:42   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #104

simple need
seek event, which triggers on all gamemode maps
events list - gameevents.res and ModEvents.res
check events:
game_end
round_freeze_end
round_end_message

or check
if (all live sirvivors in rescue zone && doore closed) displays total;
Dionys is offline
-pk-
Member
Join Date: Feb 2009
Old 02-06-2009 , 02:23   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #105

I used the finale_vehicle_ready event for finales, everything past that wont display text. The other solution would have been to hold the display until the start of the next round, but the last team wouldn't see their stats. Or you could always mix the two.

It's much more complicated to remove duplicate events. Depending on how the map was loaded RoundStart events can fire twice, and RoundEnd events always fire twice.





Here's my current changelog, just doing some final testing and tweaking now:
Fix door_close bug in coop mode.
Fix door_close timer elapsing into the next round causing bugs.
Fix door_close timer not being reset on round restarts (when all players die in coop).
Fix duplicate RoundEnd events in versus mode, which caused stats to show up empty for 10 seconds.
Fix finale now triggers damage display at end of round (vehicle ready event).

Last edited by -pk-; 02-06-2009 at 11:56.
-pk- is offline
Dionys
Senior Member
Join Date: Sep 2008
Location: Terra, Russia
Old 02-06-2009 , 03:44   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #106

cmdClearDID need
Code:
public Action:cmdClearDID(client, args)
{
    ClearTotal(client);
    ClearCurrentTotal(client);
    PrintToChat(client, "\x04[SM]\x03 DID now is clear.");
}
Dionys is offline
-pk-
Member
Join Date: Feb 2009
Old 02-06-2009 , 03:47   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #107

I had CearCurrentTotal() get called at the end of ClearTotal(), to make it easier to clear with both RoundEnd and !did_clear (or any other time it gets called).

Last edited by -pk-; 02-06-2009 at 03:51.
-pk- is offline
Dionys
Senior Member
Join Date: Sep 2008
Location: Terra, Russia
Old 02-06-2009 , 04:45   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #108

ya!
srr
Dionys is offline
macing
Member
Join Date: Jan 2009
Old 02-06-2009 , 12:00   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #109

Hi
First of all, this is a great plugin and really useful.

I have a Request: Could you add an option so the players don't see the info window at all? I ask this because I want to use this plugin on my server but configure it so that it is only seen by players who actually want to. Right now, the default option is "Disabled" but this only disables the window in the center of the screen, not the one on the left. What I'm asking for is a "Completeley Disabled" option.
Thx
macing is offline
-pk-
Member
Join Date: Feb 2009
Old 02-06-2009 , 12:13   Re: [L4D] Damage Info Display 1.2.5
Reply With Quote #110

Already made

Dionys and I are combining our new additions and doing some final testing before release.
-pk- is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 21:40.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode