Author Topic: Damage Display v1.3  (Read 16046 times)

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Offline Gizd

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Damage Display v1.3
« on: May 30, 2010, 09:45:39 am »
Script Name: Damage Display
Version: 1.3
Script Description Displays damage dealt as numbers on the map.
Author: Gizd
Core Version: 2.7.0

Full Description:
On hit there's a number appearing showing damage dealt. New number is less transparent than old ones.
Max 10(if set so) numbers at once.
You can set range of WorldText layers( i.e. from 5 to 8 ), size of text, style etc etc etc(just everything you'd need).
Selfdamage is yellow, dealt to enemy - red, dealt to allies - green.



*Column stacking off


*Column stacking on

Players also know when they hit and when they don't.

Changelog:
1.0 -> 1.1

- Added real damage and percentage of max health options(screenshot #2)
- Damage from multiple hits stacks so you can read it clearly and eats 2 number slots max(screenshot #2)
- Commented settings on the top of script

1.1 -> 1.2
- Fixed black 0 appearing in the middle of map after respawn
- Added text fading

1.2 -> 1.2.2
- Fixes you wouldn't understand anyway

1.2.2 -> 1.3
- Fixed damage display after recompiling by command
- Added limiting damage to victim's health
- Added column stacking

Please report any problems with this script.
« Last Edit: July 19, 2010, 06:56:23 am by Gizd »

Offline Centurion

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Re: Damage Display
« Reply #1 on: May 30, 2010, 09:50:00 am »
Cool script. I've always wondered how much health soldiers have.
Since barrett kills with one shot and one shot damage is 495 then it must be below that.

Offline Falcon`

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Re: Damage Display
« Reply #2 on: May 30, 2010, 09:52:42 am »
If no realistic mode then max health is 150
if yes, 65

Idk what if vested
« Last Edit: May 30, 2010, 09:58:21 am by FalconPL »
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Offline Gizd

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Re: Damage Display
« Reply #3 on: May 30, 2010, 09:58:31 am »
I can make it display % of max health but plain damage is less confusing to me.

Offline DorkeyDear

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Re: Damage Display
« Reply #4 on: May 30, 2010, 11:02:45 am »
It may be best to have an option of how to display it, as a percent, or real damage. Some people are completely unaware how much heath a player has (whether or not it is realistic) and would prefer percent (I suggest without the % sign though), while others may find it confusing. If you really wanted to make this complicated, you could make a per-user choice, and save settings based on TagID / IP / Name :P but I don't think anybody expects that. GJ tho.
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Re: Damage Display
« Reply #5 on: May 30, 2010, 11:31:09 am »
I like it very much, fits any RPG server perfectly!

Offline DorkeyDear

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Re: Damage Display
« Reply #6 on: May 30, 2010, 01:07:53 pm »
It may be possible to add tricks to make more than 10 numbers shown... Have a variable for X,Y for every one in an array[1..10] (or 0..9) or something, and on do damage, if the distance between that damage and that text is < some constant, edit that text instead; I haven't actually viewed this script so I'm not sure how it works when it comes to removal of the numbers, but you may need timing variables in there as well so it knows when to remove the numbers (if you remove the numbers after so much time).
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Offline Hacktank

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Re: Damage Display
« Reply #7 on: May 30, 2010, 03:13:44 pm »
Soldat meets Borderlands, nice.


Offline xmRipper

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Re: Damage Display
« Reply #8 on: May 30, 2010, 04:57:54 pm »
Woah creative. I really like this one.
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Offline Gizd

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Re: Damage Display v1.1
« Reply #9 on: May 31, 2010, 11:53:59 am »
Soldat meets Borderlands, nice.
I got inspired by Team Fortress 2 actually.

Here comes the update! I see you like the idea so I'm going to work on it more. More improvements coming soon.

Offline L[0ne]R

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Re: Damage Display v1.1
« Reply #10 on: May 31, 2010, 01:32:33 pm »
Hehe, nice. I love that new addition to scriptcore. More and more interesting scripts are starting to pop up. Good job.


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Offline Gizd

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Re: Damage Display v1.2
« Reply #11 on: June 01, 2010, 08:29:07 am »
Here's the next update. After some struggling with problems I like to solve and having fun with binary numbers. I'm out of ideas so if there are no bugs it should stay at v1.2.

Offline CheeSeMan.

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Re: Damage Display v1.2
« Reply #12 on: June 01, 2010, 08:54:20 am »
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
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Offline Gizd

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Re: Damage Display v1.2
« Reply #13 on: June 01, 2010, 08:57:21 am »
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
Not possible, there are just too many things that might affect damage(or weapon recognition).

Offline Silnikos

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Re: Damage Display v1.2
« Reply #14 on: June 01, 2010, 09:39:16 am »
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
Not possible, there are just too many things that might affect damage(or weapon recognition).
Why do you think so? Isn't checking the weapon and collating damage with some maximum amounts in OnPlayerDamage enough?

Let's say we pick up a ruger, then we shoot a headshot from really close distance - let's say dmg was 110. We add some just to be sure.

Code: [Select]
const
max_ruger = 130;

function OnPlayerDamage(Victim,Shooter: Byte;Damage: Integer;Weapon: Byte) : integer
begin
if Weapon = 6 and Damage > max_ruger then BanPlayer(Shooter,0,'Hacks');
end;
« Last Edit: June 01, 2010, 09:42:57 am by Silnikos »

Offline dnmr

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Re: Damage Display v1.2
« Reply #15 on: June 01, 2010, 09:45:25 am »
you should be able to approximate it pretty precisely. Also, the new parameter in onplayerdamage should help recognizing the weapon. But that sounds like a separate script already

Offline Gizd

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Re: Damage Display v1.2
« Reply #16 on: June 01, 2010, 12:29:10 pm »
If weapon is using plain bullet Weapon = GetPlayerStat(Shooter,'primary') so yeah, buggy.

Offline VirtualTT

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Re: Damage Display v1.2
« Reply #17 on: June 01, 2010, 12:49:59 pm »
Nice script, though it's a bit useless the way it is.
I'm planning to use the same concept in my medic script.

Also i think checking of the maximum damage value is already implemented in soldat itself - basic anti-cheat protection...

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Re: Damage Display v1.2
« Reply #18 on: June 01, 2010, 02:50:12 pm »
Also i think checking of the maximum damage value is already implemented in soldat itself - basic anti-cheat protection...

Nope..

Offline Gizd

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Re: Damage Display v1.2
« Reply #19 on: June 02, 2010, 04:10:56 am »
Nice script, though it's a bit useless the way it is.
Players can estimate how much health enemy has left or what part of body they hit... and that's quite it...

Offline Serial K!ller

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Re: Damage Display v1.2
« Reply #20 on: June 02, 2010, 11:34:43 am »
Nice script, can be usefull for weapon modding.
But for public's won't that generate much more traffic and possibly lag?

Offline Gizd

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Re: Damage Display v1.2
« Reply #21 on: June 02, 2010, 02:25:52 pm »
Nice script, can be usefull for weapon modding.
But for public's won't that generate much more traffic and possibly lag?
I don't know how WorldText affects lag but it shouldn't imo.

Offline absoulut1234

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Re: Damage Display v1.2
« Reply #22 on: June 03, 2010, 02:01:48 am »
ohoh i can;t work it!my deside sever shutdown!!
why?? ???   :-[

Offline Furai

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Re: Damage Display v1.2
« Reply #23 on: June 03, 2010, 02:44:27 am »
Maybe wrong server version?

EDIT: That was rhetorical question. :)
« Last Edit: June 03, 2010, 04:14:20 am by Wookash »
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Offline Hacktank

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Re: Damage Display v1.2
« Reply #24 on: June 03, 2010, 03:18:07 am »


Offline absoulut1234

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Re: Damage Display v1.2
« Reply #25 on: June 03, 2010, 07:32:23 am »
ohoh maybe is core version problems
because my core version is 2.60 :P

so,how can i change my core version?
where can download it or other ways? ???

Offline Silnikos

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Re: Damage Display v1.2
« Reply #26 on: June 03, 2010, 07:42:27 am »
The script uses functions from beta server version for Soldat beta 1.5.1. Beta can be found here: http://enesce.com/

Offline absoulut1234

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Re: Damage Display v1.2
« Reply #27 on: June 03, 2010, 07:49:20 am »
i already do it~
but shutdown also@@''
(i only change my script folder,not all of the deside sever 2.70 beta)

Offline Gizd

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Re: Damage Display v1.2
« Reply #28 on: June 03, 2010, 07:55:53 am »
i already do it~
but shutdown also@@''
(i only change my script folder,not all of the deside sever 2.70 beta)
You need to update whole server...

I made core version red in hope that people will notice but doesn't work I see.

Offline Mercury92

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Re: Damage Display v1.2
« Reply #29 on: June 17, 2010, 06:29:16 pm »
Gizd youre awesome

I would really love to use is it but >>>

Server uses +15 bots if it says anything.
« Last Edit: June 17, 2010, 06:42:37 pm by Mercury92 »
[saw]  on 1.5.1

Offline Gizd

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Re: Damage Display v1.2
« Reply #30 on: June 17, 2010, 11:10:09 pm »
Made a debug version(attached to post), it will give more precise info about errors. Also done a small tweak that might fix that issue.

Offline Mercury92

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Re: Damage Display v1.2
« Reply #31 on: June 18, 2010, 02:05:29 pm »
Same stuff.
[saw]  on 1.5.1

Offline Gizd

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Re: Damage Display v1.2
« Reply #32 on: June 18, 2010, 03:02:55 pm »
OK, I see where is the problem, thanks(update coming "soon" now).
« Last Edit: June 18, 2010, 03:07:03 pm by Gizd »

Offline frosty

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Re: Damage Display v1.2.2
« Reply #33 on: July 11, 2010, 09:16:34 pm »
hi, nice script, but ive found a bug, got this as soon as i added to to my server
Code: [Select]
[*]Compiling DamageDisplay -> DD.pas...
[*] DamageDisplay -> [Error] (57:2): Unknown identifier 'WorldText'
[*] Compiling DamageDisplay -> Done in 0.006 secs
Shutting down server...

debug version returns same error
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Offline dnmr

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Re: Damage Display v1.2.2
« Reply #34 on: July 11, 2010, 10:10:54 pm »
hi, nice script, but ive found a bug, got this as soon as i added to to my server
Code: [Select]
[*]Compiling DamageDisplay -> DD.pas...
[*] DamageDisplay -> [Error] (57:2): Unknown identifier 'WorldText'
[*] Compiling DamageDisplay -> Done in 0.006 secs
Shutting down server...

debug version returns same error
how god dam blind can you get?
Core Version: 2.7.0

Offline frosty

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Re: Damage Display v1.2.2
« Reply #35 on: July 11, 2010, 11:45:28 pm »
heh
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Re: Damage Display v1.2.2
« Reply #36 on: July 18, 2010, 09:26:49 pm »
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.
« Last Edit: July 18, 2010, 11:44:37 pm by xmRipper »
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Offline Gizd

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Re: Damage Display v1.2.2
« Reply #37 on: July 19, 2010, 01:17:18 am »
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.
Shall be done.
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.

Offline zyxstand

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Re: Damage Display v1.2.2
« Reply #38 on: July 19, 2010, 01:24:07 am »
i say show health out of 100... it's easier for ppl to process!

also:  PFFT!  i can tell how much health someone has by the blood that runs down their chests!  it's usually very easy to tell how much health someone has just based on that...
Can't think of anything original to put here...

Offline xmRipper

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Re: Damage Display v1.2.2
« Reply #39 on: July 19, 2010, 02:01:47 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?
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Offline Gizd

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Re: Damage Display v1.3
« Reply #40 on: July 19, 2010, 06:51:17 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.

Offline zyxstand

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Re: Damage Display v1.3
« Reply #41 on: July 19, 2010, 10:37:06 am »
yeah you can't really move the text in any reasonable way.
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...
Can't think of anything original to put here...

Offline xmRipper

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Re: Damage Display v1.3
« Reply #42 on: July 19, 2010, 11:14:36 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.
Thank you for update :)
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Offline Gizd

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Re: Damage Display v1.3
« Reply #43 on: July 20, 2010, 01:37:26 am »
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...
If people will provide information what IDs their scripts use and won't hardcode them everything should be OK.

Offline zyxstand

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Re: Damage Display v1.3
« Reply #44 on: July 20, 2010, 02:05:31 am »
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...
If people will provide information what IDs their scripts use and won't hardcode them everything should be OK.

while that may be so (maybe have an .ini file where hosts can change stuff like that), there are still (currently) only 10 slots. i feel like that's way too low for many ideas that would implement it...
Can't think of anything original to put here...

Offline squareking

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Re: Damage Display v1.3
« Reply #45 on: November 17, 2010, 02:15:20 pm »
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?

Offline Furai

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Re: Damage Display v1.3
« Reply #46 on: November 17, 2010, 02:22:21 pm »
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.
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Offline squareking

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Re: Damage Display v1.3
« Reply #47 on: November 17, 2010, 03:11:33 pm »

Asking 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.  :D

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Re: Damage Display v1.3
« Reply #48 on: November 17, 2010, 03:39:54 pm »

Asking 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.  :D
Is it cheating? Personally, I don't think so. It doesn't provide any significant advantage.
Is it a hack? Unfortunately yes. Hacking is the only way to get that working client-side, and hacking is illegal.

Displaying damage numbers is nearly impossible client-side simply because such feature does not exist in the game in the first place. So if you want it to work on all servers - you'd have to create the damage display code from scratch and somehow insert it into a closed-source game (and that's basically what hacking is).


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Offline dnmr

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Re: Damage Display v1.3
« Reply #49 on: November 18, 2010, 02:11:37 am »
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)

From: November 18, 2010, 02:12:31 am
it's not precise at all though, as there are no client-side damage detection capabilities

Offline Gizd

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Re: Damage Display v1.3
« Reply #50 on: November 18, 2010, 07:55:44 am »
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.

Offline dnmr

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Re: Damage Display v1.3
« Reply #51 on: November 18, 2010, 08:58:25 am »
That just uses the blood effect I think.
yeah, but that's as close as you can get to what he needs without actual hacks :/

Offline binarypsycho

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Re: Damage Display v1.3
« Reply #52 on: September 09, 2011, 05:22:51 am »
Hi!
Nice script, I would like to implement it, but it's not working at the moment with 1.6 / 2.7.0.

The server doesn't even start with the script installed.
I've tried to start the server with only this script in scripts folder.

Log Error Entry -
11-09-09 07:17:46 
  • DamageDisplay v1.3 -> [Error] (91:2): Unknown identifier 'WorldText'


Thanks in advance for any help!
Bina

Offline JotEmI

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Re: Damage Display v1.3
« Reply #53 on: September 09, 2011, 08:26:52 am »
That script was written for old 2.7.0 server, the one that EnEsCe released. It won't work with the new server.

Offline binarypsycho

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Re: Damage Display v1.3
« Reply #54 on: September 09, 2011, 09:15:46 am »
Thanks, JotEmI!
Just now I've saw this and understood the full picture -> http://forums.soldat.pl/index.php?topic=39778.0
Damn. =/

Offline xmRipper

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Re: Damage Display v1.3
« Reply #55 on: September 13, 2011, 04:04:04 pm »
Too bad new 1.6 server does not support EnEsCe's new awesome scripting features.
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Offline Falcon`

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Re: Damage Display v1.3
« Reply #56 on: October 09, 2011, 03:01:51 am »
You can't even read 3 previous posts, can you?
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Offline dnmr

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Re: Damage Display v1.3
« Reply #57 on: October 09, 2011, 05:11:53 am »
That 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.  :)
it won't work because it's not possible to make this script for new server. It does not have the required functionality

Offline Mexer

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Re: Damage Display v1.3
« Reply #58 on: February 07, 2012, 02:16:16 pm »
I wonder if you can do this for the medics, so if you're healing someone , both will see a + sign over the wounded person's head
Soldat devs and community: We want this game to be successful and have new players and make it popular!

Soldat devs and community: But we want the oldskool graphics and bugs and errors to be left alone! Soldat shall never change!!!

Offline TheOne

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Re: Damage Display v1.3
« Reply #59 on: February 07, 2012, 02:52:35 pm »
Only with WriteConsole or DrawText. WorldText isn't included.

Offline Tehbugerz0r

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Re: Damage Display v1.3
« Reply #60 on: February 08, 2012, 01:15:46 am »
I'd kill to have these functions back. Perhaps someone should try and hack into EnEsCe's computer  :-X.
Until then though, I think they should lock or even delete topics that have these functions to prevent further confusion.
« Last Edit: February 08, 2012, 10:41:54 am by Tehbugerz0r »

Offline machina

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Re: Damage Display v1.3
« Reply #61 on: February 08, 2012, 05:16:30 am »
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?
« Last Edit: February 08, 2012, 05:22:50 am by machina »

Offline Tehbugerz0r

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Re: Damage Display v1.3
« Reply #62 on: February 08, 2012, 10:39:39 am »
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...


Read some of the last posts before you make yours, it's very clear that this isn't possible anymore from them.

Btw. I want it on my Soldat - not server! Is it even possible?

If you mean the server that you start in soldat, it's only possible by hacking (which is a bad idea in general), if you mean in any server then it's impossible (not to mention that would be cheating).

Offline machina

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Re: Damage Display v1.3
« Reply #63 on: February 08, 2012, 02:40:45 pm »
That's not cool :|

Offline soldat-game

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Re: Damage Display v1.3
« Reply #64 on: December 10, 2017, 01:39:19 pm »
Leo he asked me for such a script so I decided to fix it :)
* Fix to work on 2.8.1+ servers
* Fix bug if player is healing using -Damage
+ New atribute in config section:
   FullOpacity = 140; //Specifies the level at which the display should start (~120 is 100% opacity), if the value is greater than 120, you will increase the time of the text.
   DecraseOpacity = 0.8; //Decrease text transparency in precent
   deoptick = 2; //The frequency of decrease (60 = 1s)

I was wondering to add that the hit gives bigger text, which decreases to the normal size. but I did not want to.
Hey, I wrote messages on these topics (https://forums.soldat.pl/index.php?topic=45088.0
https://forums.soldat.pl/index.php?topic=45068.0), about deleting this message in this topic.
https://forums.soldat.pl/index.php?topic=45088.0

"So nothing was done hahahahahaha" Rekt admins remove this all time why? It does not break the rules.

Offline Leo

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Re: Damage Display v1.3
« Reply #65 on: December 10, 2017, 01:42:14 pm »
Many thanks ;)

Offline soldat-game

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Re: Damage Display v1.3
« Reply #66 on: December 10, 2017, 02:39:52 pm »
1.5:
- Change text now be -NUM%
- Remove RealDamage in settings and add    DamageDisplay = 2;   //0 - show real damage 2 - percentage of max health 3 - old orginal convert method
Hey, I wrote messages on these topics (https://forums.soldat.pl/index.php?topic=45088.0
https://forums.soldat.pl/index.php?topic=45068.0), about deleting this message in this topic.
https://forums.soldat.pl/index.php?topic=45088.0

"So nothing was done hahahahahaha" Rekt admins remove this all time why? It does not break the rules.

Offline KoGAi

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Re: Damage Display v1.3
« Reply #67 on: December 27, 2017, 10:56:47 pm »
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. :\
« Last Edit: December 27, 2017, 11:10:45 pm by KoGAi »
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Offline soldat-game

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Re: Damage Display v1.3
« Reply #68 on: December 28, 2017, 09:37:47 am »
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. :\
Work .. WT_Size = 0.06; set to WT_Size = 0.03; or set to WT_Size = 0.04;
« Last Edit: December 28, 2017, 09:41:54 am by soldat-game »
Hey, I wrote messages on these topics (https://forums.soldat.pl/index.php?topic=45088.0
https://forums.soldat.pl/index.php?topic=45068.0), about deleting this message in this topic.
https://forums.soldat.pl/index.php?topic=45088.0

"So nothing was done hahahahahaha" Rekt admins remove this all time why? It does not break the rules.