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CLEO Release shootingIndicator

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monday

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[video=youtube]https://www.youtube.com/watch?v=8lVwVo1_Sac[/video]


The mod shows who's shooting at who around player's streamed in area. 

Tested with:
-Cleo 4.1
-Sampfuncs 5.3.1

Installation:
Extract archive and put all 3 files inside the cleo folder

Updates:
13/01/2015 - improved the anti spam thing (it doesn't repeat within 15 seconds even if the same shooter and victim are on the 2nd/3rd/4th place, not only the 1st)
14/01/2015 - added ID to be displayed with the names + now the spammed names turn red for a moment to indicate who's repeatedly shooting the same person
06/08/2016 - added 0.3.7 version 
07/08/2016 - custom font, position, size, auto on/off
09/08/2016 - red fade
12/08/2016 - fixed flickering, adjustable range of units (1-20), mod doesn't load .txd anymore, fixed few minor bugs, smooth transitions


tpXSwQQ.png



Bugs:
-This mod loads textures from .txd file. If you have any other cleo mod working which loads the textures(e.g. objectFinder Christmas edition) too you may get wrong image displayed instead of gun image.
-If the player who got shot will respawn/logout at the moment of being shot then some weird characters may be displayed instead of his name.
-Flickering
 

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  • shootingIndicator.rar
    49.4 KB · Views: 708

monday

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Thanks, btw I added ID to be shown together with the names + added red colour when someone is repeatedly shooting the same person
 

monday

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It should work for any server for streamed in players around you
 

Hansin

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Monday becoming the best cleo scripter ever, your ideas are great :)
 

monday

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updated it for 0.3.7 if anyone is interested
 

yungmeme420

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good stuff, but on some servers it only displays when the people around me get shot
i can see the damage others deal to each other, but not the damage that i deal/is dealt to me
 

monday

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@Higuys14
tested it on imrp and worked well so probably yes

@yungmeme420
you could check out this version (make sure that you delete temporarily the original shootingIndicator.cs file so you don't have 2 copies). If you shoot at someone or get shot you should get a text displayed saying one of the following 2 lines:
"was shooting check Player_Actor=%d Val_1@=%d"
"got shot check Player_Actor=%d Val_0@=%d"

If it happens that these lines are not displayed let me know, but if they do then you could write down the numbers that will be displayed and post them here
 

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  • shootingIndicator_check.cs
    50.6 KB · Views: 38

yungmeme420

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monday said:
@Higuys14
tested it on imrp and worked well so probably yes

@yungmeme420
you could check out this version (make sure that you delete temporarily the original shootingIndicator.cs file so you don't have 2 copies). If you shoot at someone or get shot you should get a text displayed saying one of the following 2 lines:
"was shooting check Player_Actor=%d Val_1@=%d"
"got shot check Player_Actor=%d Val_0@=%d"

If it happens that these lines are not displayed let me know, but if they do then you could write down the numbers that will be displayed and post them here

right so i tested it on a dm server where the indicator itself actually works
ec6813dbf6ee76fb01b5a9e34815c49d.png

and when i deal damage to someone, this displays for a split second
5d89000281ba6f45613f9a344b802c56.png

but this message doesn't show when i shoot someone on another server
 

yungmeme420

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right so i tested it on a dm server where the indicator itself actually works
this stays on my screen when i'm just running around (which i imagine is normal)
https://i.gyazo.com/ec6813dbf6ee76fb01b5a9e34815c49d.png
and when i deal damage to someone, this displays for a split second
https://i.gyazo.com/5d89000281ba6f45613f9a344b802c56.png
but this message doesn't show when i shoot someone on another server
 

monday

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@yungmeme420
i wish I could help but I have no idea why it is like that. Could you tell me on which server it doesn't work so I could test it there?
 

monday

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@yungmeme420

just checked it and it's a puzzle for me, it looks like the function below just doesn't return any value (int_0_1ifHit is always 0)  but gets called and on other servers it works. Weird that it returns a correct value for other players except the user... Idk if the nrgp has some special way of letting you know that you got hit or something... There's nothing I could do except to ask @springfield for advice like always

Code:
//0AB1: call_scm_func @WasPlayerHit 1 Actor handle $PLAYER_ACTOR _returned int_0_1_ifHit 1@ _weaponDrawNumber 3@ // 1@ = 1 means that hit, 1@ == 0 means not hit
:WasPlayerHit
2@ = 0
if
031D:   actor 0@ hit_by_weapon 22 //Colt
then 
2@ = 1
3@ = 2
else
    if
    031D:   actor 0@ hit_by_weapon 23 //Silenced
    then 
    2@ = 1
    3@ = 11
    else
        if
        031D:   actor 0@ hit_by_weapon 24 //Deagle
        then 
        2@ = 1
        3@ = 4
        else
            if
            031D:   actor 0@ hit_by_weapon 25 //Shotgun
            then 
            2@ = 1
            3@ = 10
            else
                if
                031D:   actor 0@ hit_by_weapon 26 //Sawn
                then 
                2@ = 1
                3@ = 9
                else
                    if
                    031D:   actor 0@ hit_by_weapon 27 //Combat shotgun
                    then 
                    2@ = 1
                    3@ = 3
                    else
                        if
                        031D:   actor 0@ hit_by_weapon 28 //Uzi
                        then 
                        2@ = 1
                        3@ = 14
                        else
                            if
                            031D:   actor 0@ hit_by_weapon 29 //Mp5
                            then 
                            2@ = 1
                            3@ = 7
                            else
                                if
                                031D:   actor 0@ hit_by_weapon 30 //AK47
                                then 
                                2@ = 1
                                3@ = 1
                                else
                                    if
                                    031D:   actor 0@ hit_by_weapon 31 //M4
                                    then 
                                    2@ = 1
                                    3@ = 5
                                    else
                                        if
                                        031D:   actor 0@ hit_by_weapon 32 //Tec9
                                        then
                                        2@ = 1 
                                        3@ = 13
                                        else
                                            if
                                            031D:   actor 0@ hit_by_weapon 33 //Rifle
                                            then 
                                            2@ = 1
                                            3@ = 8
                                            else
                                                if
                                                031D:   actor 0@ hit_by_weapon 34 //Sniper
                                                then 
                                                2@ = 1
                                                3@ = 12
                                                else
                                                    if
                                                    031D:   actor 0@ hit_by_weapon 38 //Minigun
                                                    then 
                                                    2@ = 1
                                                    3@ = 6
                                                    end
                                                end
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
    end
end
0AB2: ret 2 2@ 3@
 
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I got no clue either, i could guess they don't send you the damage update but instead set your hp as an anticheat method.
You could log the bullet and damage updates to see if they're being sent or not. I would've tried it myself but i rage quitted after the 4th tutorial dialog.
 
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