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Thread: Optic

  1. #51
    Senior Member Btcc22's Avatar
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    Re: Optic

    Quote Originally Posted by Amit View Post
    I think HAC 2 will replace Halo Chat V2 as well? Does it prevent the no-text glitch from occurring?
    The idea was to offer similar functionality, so I suppose so. You'd still be able to use Halo Chat V2 if you had a preference for it though. There's no text lag/glitching with this system, thankfully.

    Quote Originally Posted by Amit View Post
    I really hope OS v3.1.1 stable works with this.
    Yeah, I'd like to see this happen too. There are a couple of issues to sort out but fingers crossed.
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  2. #52

    Re: Optic

    I'm looking forward to this.

    I know some lua, and I've some ideas for rewards that I'd like to whip up.

    As far as the stats tracking is concerned, all I really give a shit about is k/d, and games won/lost/quit out of.
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  3. #53
    Senior Member Rentafence's Avatar
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    Re: Optic

    Is there a way to detect when damage is dealt by you to another player so I can add COD hitmarkers
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  4. #54

    Re: Optic

    that'd be a sick script to implement, assuming yeah as you said, there's a way to listen for damage dealt

    Every weapon would need their own custom hit marker, considering the reticule sizes
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  5. #55
    Senior Member Rentafence's Avatar
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    Re: Optic

    Would be wonky with the no load fix because shots don't always get detected on client side even though the server recognizes a player taking damage. There could be instances where you get a valid hit on a player but the client doesn't see it and a hit marker doesn't come up.
    Last edited by Rentafence; May 22nd, 2014 at 12:29 PM.
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  6. #56
    Senior Member Btcc22's Avatar
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    Re: Optic

    Quote Originally Posted by Rentafence View Post
    Is there a way to detect when damage is dealt by you to another player so I can add COD hitmarkers
    The API in the first release will be fairly basic since I haven't come to a final decision on how I'll be gathering events from the game to pass them to Lua. It's a tricky problem since the client is fairly stupid compared to the server.
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  7. #57
    Senior Member Rentafence's Avatar
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    Re: Optic

    Not really a programmer nor familiar with how the fuck you're even doing this but I'd imagine the ghetto option would be to detect whenever the game plays the "ding" noise when you hit someone.
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  8. #58
    Senior Member Btcc22's Avatar
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    Re: Optic

    Detecting hits is certainly doable, it's just something I haven't added yet because I'd likely end up having to redo it when I've settled on a solution for the other events I'd like to get working.
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  9. #59
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    Unhappy Re: Optic

    Quote Originally Posted by Amit View Post
    Most mods are broken until they are updated. Keep an eye on this thread to see which mods are updated to work and which are still broken.

    I have just tested Optic in v1.10, though, and it works as normal.
    i sayed it because i am doing a lot of kill streaks that saap's servers detect but in the game does'n appears any medal or sound, and when i press F2 it show medals that i got before halo 1.0.10

    it stop working when i actualized my game
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  10. #60

    Re: Optic

    Quote Originally Posted by Btcc22 View Post
    Detecting hits is certainly doable, it's just something I haven't added yet because I'd likely end up having to redo it when I've settled on a solution for the other events I'd like to get working.
    I'd be fine with having it called with the "ding" noise if nothing else.

    So, are there going to be lua scripts shipping with the updated HAC2 that I'll be able to use for reference for the medals? And perhaps a library I can look at of the available functions?

    Ideally, the idea I have is as follows:

    When the "ding" noise plays, a .wav and an X-texture are called. The texture is based on whatever weapon the player is holding (wider bitmap for wider reticules). A pure white "X" texture that recolors based on whatever HUD color the player is using. On a killshot, the hit sound called could be a bit meatier to communicate a kill.

    I'm not much of a coder/scripter.. but I can get around. the logic would be something like (whipped this up in like 5-10 minutes, it's sketchy as fuck):

    Code:
    global HitMarkerImage = "smallasshitmarker.png"
    
    function hitmarkervisuals() -- this sets the texture called based on weapon held and changes the color
    SleepUntil([|
        weapon is switched or user's set hud color is updated
        |]);
    
        TextureColors = user's set HUD color
    
        if (WeaponReadied = "Shotgun");
        or (WeaponReadied = "Assault Rifle");
        or (WeaponReadied = "Rocket Launcher");
        or (WeaponReadied = "anything else with a big ass reticule") then
            HitMarkerImage = bighitmarker.png;
    
        elseif (WeaponReadied = Sniper Rifle)
        or (WeaponReadied = Pistol)
        or (WeaponReadied = blah blah small shit) then
            HitMarkerImage = smallasshitmarker.png;
    
        else
        return;
        end
    end
    
    function displayhitmarker() -- this displays the hitmarker in the center of the screen
        SleepUntil([| ping sound is hit |])
        DisplayTexture ("HitMarkerImage");
        TextureCoordinates = middle of the fucking screen;
        playhitmarkersound();
    end
    
    function playhitmarkersound() -- this plays the hitmarker sound based on damage or kill
        if (enemydamaged) then
            playsound HitSound.wav;
        elseif (enemykilled) then
            playsound KillSound.wav;
    end
    e:
    Ideally there'd be a way to listen for headshots as well, could add headshot-specific hitsounds. not certain how feasable that would be.
    Last edited by t3h m00kz; May 23rd, 2014 at 04:57 PM.
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