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Thread: HAC 2 Release

  1. #291
    Senior Member Btcc22's Avatar
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    Re: HAC 2 Release

    Quote Originally Posted by t3h m00kz View Post
    I'm still running into occasional exceptions.
    It shouldn't be possible to crash the game with an Optic script but I'll give your script a smoke test to see if I can reproduce it. You should check to see if your game still crashes with one of the provided Optic packs.
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  2. #292

    Re: HAC 2 Release

    I should note it seems to occur most with things like an SMG or something with a high ROF. I haven't hit it in, say, a sniper server
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  3. #293
    Senior Member Btcc22's Avatar
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    Re: HAC 2 Release

    Quote Originally Posted by t3h m00kz View Post
    I should note it seems to occur most with things like an SMG or something with a high ROF. I haven't hit it in, say, a sniper server
    Thanks. That'd actually make sense if there's a bug in the event code used for the markers.
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  4. #294

    Re: HAC 2 Release

    oh, also.. I have since changed the code in the download link tie the killmarker directly to the kill detect, rather than setting 'kills = 1' and running it from the hit detect if kills == 1.

    I haven't tested it much since I updated it, couldn't tell you if it still exceptions. has it been working fine for you?

    Oh also, side question: When multiple medals are called, is it possible to prevent the medal from sliding to the side?
    Last edited by t3h m00kz; October 6th, 2015 at 07:02 PM.
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  5. #295
    Senior Member Btcc22's Avatar
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    Re: HAC 2 Release

    Quote Originally Posted by t3h m00kz View Post
    Oh also, side question: When multiple medals are called, is it possible to prevent the medal from sliding to the side?
    Yes but I'll have to check the code to figure out how. I'll post again with the details after further testing of your script.
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  6. #296

    Re: HAC 2 Release

    So I've narrowed down what was crashing, it was something on my end.

    I was attempting to replace the hitmarker with a kill marker when a shot kills, which resulted in strange inconsistencies, as the hit/kill can come before and after one another.

    This code was crasing:

    Code:
     function hit_detect(event, killer, victim, player, timestamp)
         if(killer == player) then
                if (kill == 1) then
                    display("Kill!", "killmarker_medal", "audio/hm_kill.mp3");
                    kill = 0;
                else
            display("Hit!", "hitmarker_medal", "audio/hm_hit.mp3");
        end
     end
     
     function player_kills(event, killer, victim, player, timestamp)
        if(killer == player) then
            kill = 1;
        end
     end
    This, more straight forward although a bit grosser causing two medals to call simultaneously, is not crashing.

    Code:
     function hit_detect(event, killer, victim, player, timestamp)
         if(killer == player) then
                display("Hit!", "hitmarker_medal", "audio/hm_hit.mp3")
        end
     end
     
     function player_kills(event, killer, victim, player, timestamp)
        if(killer == player) then
            display("Kill!", "killmarker_medal", "audio/hm_kill.mp3")
        end
     end
    Last edited by t3h m00kz; October 8th, 2015 at 07:37 PM.
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  7. #297
    Senior Member Btcc22's Avatar
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    Re: HAC 2 Release

    That shouldn't cause a crash (not possible, in theory) and I wasn't able to reproduce it but I'll run a few tests with that snippet of code to be sure.
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  8. #298

    Re: HAC 2 Release

    Not certain if this is anything you can fix on your end, but it appears as if running "multiplayer_hit_sound_volume 0" completely disables hit detection. Seems more like something built into the CE engine
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  9. #299
    Senior Member Btcc22's Avatar
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    Re: HAC 2 Release

    Quote Originally Posted by t3h m00kz View Post
    Not certain if this is anything you can fix on your end, but it appears as if running "multiplayer_hit_sound_volume 0" completely disables hit detection. Seems more like something built into the CE engine
    HAC's hit event relies on Halo triggering its own hit sound event - it was the quickest way to hack it in for testing. I can fix it without too much of a problem.
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  10. #300

    Re: HAC 2 Release

    cool bro cool~

    any idea when this update is going to be pushed out to everyone?
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