Server Talk > Scripting Releases

Damage Display v1.3

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Gizd:
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.

Centurion:
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.

Falcon`:
If no realistic mode then max health is 150
if yes, 65

Idk what if vested

Gizd:
I can make it display % of max health but plain damage is less confusing to me.

DorkeyDear:
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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