Author Topic: Damage Display v1.3  (Read 15700 times)

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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
check out my server! click here

If at first you don't succeed, Improvise! :D

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
check out my server! click here

If at first you don't succeed, Improvise! :D

Offline xmRipper

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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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