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Soldat meets Borderlands, nice.
would it be possible for the script to detect if someone was dealing too much damage? eg using damage modifier hacks and kick them from the server? I know it depends a lot on range and such, but when someone is doing a 1 hit rugar kill for example :/ ? I'm sure some scripters could come up with some nifty ideas to defeat a few hacks! Get on it! :DDD
Quote from: CheeSeMan. on June 01, 2010, 08:54:20 amwould it be possible for the script to detect if someone was dealing too much damage? eg using damage modifier hacks and kick them from the server? I know it depends a lot on range and such, but when someone is doing a 1 hit rugar kill for example :/ ? I'm sure some scripters could come up with some nifty ideas to defeat a few hacks! Get on it! :DDDNot possible, there are just too many things that might affect damage(or weapon recognition).
constmax_ruger = 130;function OnPlayerDamage(Victim,Shooter: Byte;Damage: Integer;Weapon: Byte) : integerbeginif Weapon = 6 and Damage > max_ruger then BanPlayer(Shooter,0,'Hacks');end;
Also i think checking of the maximum damage value is already implemented in soldat itself - basic anti-cheat protection...
Nice script, though it's a bit useless the way it is.
Nice script, can be usefull for weapon modding.But for public's won't that generate much more traffic and possibly lag?
Core Version: 2.7.0
i already do it~but shutdown also@@''(i only change my script folder,not all of the deside sever 2.70 beta)
[*]Compiling DamageDisplay -> DD.pas...[*] DamageDisplay -> [Error] (57:2): Unknown identifier 'WorldText'[*] Compiling DamageDisplay -> Done in 0.006 secsShutting down server...
hi, nice script, but ive found a bug, got this as soon as i added to to my serverCode: [Select][*]Compiling DamageDisplay -> DD.pas...[*] DamageDisplay -> [Error] (57:2): Unknown identifier 'WorldText'[*] Compiling DamageDisplay -> Done in 0.006 secsShutting down server...debug version returns same error
Suggestion:It would be better if newer one is displayed above the previous one when they are on same position.So we will be able to see the double damage given by the D.Eagles.
Fading text's slowly moving to up is also would be a nice feature.
(...)I thought about that but don't want to put fast apponidle in such a script.
Quote from: Gizd on July 19, 2010, 01:17:18 am(...)I thought about that but don't want to put fast apponidle in such a script.I think you already doing that to fade out the text. What about moving it up while reducing the transparency?
Quote from: xmRipper on July 19, 2010, 02:01:47 amQuote from: Gizd on July 19, 2010, 01:17:18 am(...)I thought about that but don't want to put fast apponidle in such a script.I think you already doing that to fade out the text. What about moving it up while reducing the transparency?I'm not and I'm pretty sure that moving text with 1 Hz frequency won't look good.Updated to v1.3. Didn't have much time to test it but should work troublelessly.
also, aren't there only 10 slots to draw to? meaning you can only have 10 things written/drawn total? this would restrict this feature not only to having 10 drawn to screen (which isn't that big of a deal) but also, no other scripts are allowed to be installed that use draw functions.Now the problem comes for hosts who have no idea about programming that there may be compatibility issues between different scripts...
Quote from: zyxstand on July 19, 2010, 10:37:06 amalso, aren't there only 10 slots to draw to? meaning you can only have 10 things written/drawn total? this would restrict this feature not only to having 10 drawn to screen (which isn't that big of a deal) but also, no other scripts are allowed to be installed that use draw functions.Now the problem comes for hosts who have no idea about programming that there may be compatibility issues between different scripts...If people will provide information what IDs their scripts use and won't hardcode them everything should be OK.
Sorry to bump an old thread, and likely in the wrong forum, but is there an interface modification similar to this that isn't server-side? As in, something I can use in all games I play?
Asking for some hackz => wrong forum. There is no modification like this. It's only possible via server-side scripting.
Quote from: Wookash on November 17, 2010, 02:22:21 pmAsking for some hackz => wrong forum. There is no modification like this. It's only possible via server-side scripting.Weaksauce. Is it really a hack if I just want to display the damage I'm doing? And why isn't it as simple as applying a skin or HUD? I understand that's mostly a matter of swapping image files, but displaying damage isn't that difficult, right? I'm mostly just curious.
there are some gostek mods with healthbars iirc, try looking in the mods section (never used gfx mods myself too much tho, so you're on your own here)
That just uses the blood effect I think.
Quote from: JotEmI on September 09, 2011, 08:26:52 amThat script was written for old 2.7.0 server, the one that EnEsCe released. It won't work with the new server.Hmm. I would like the author to make a script for newer versions of the soldat 2D.
That script was written for old 2.7.0 server, the one that EnEsCe released. It won't work with the new server.
Let me make that nabby question: How can I get it on my Soldat? Never before used something like this, so I don't know how to install it...
Btw. I want it on my Soldat - not server! Is it even possible?
Interesting, I was really looking forward to trying this on our servers, however I'm getting the following error when compiling it: "Script's sandbox level denied by global config."Do you know what it might mean? I've tried different setups to no avail. Thanks! EDIT: I figured it out, I changed a setting in the server.ini file. Now I'm trying to find out how to make the size of the text smaller, cause neither WT_Size nor WT_Style seem to be having any effect on the font. :\