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Headshot message for Server. [message #439848] Sun, 21 November 2010 14:50 Go to next message
crysis992 is currently offline  crysis992
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Registered: June 2008
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Hello, im working atm on kill strike messages, okay I´ve done them so far. But now i want a headshot message.

"<nick> killed <KILLEDnick>. Headshot"

I did the killstrike script on this way:

	if (kills == 2)
	{
		Create_2D_WAV_Sound_Player(obj,"multikill.wav");
		Console_Input(StrFormat("msg %s made a double kill (2)", Get_Player_Name(obj)).c_str());
	}

		else if (kills == 3)
.
.
.
.


its working, but how i do this headshot thing? I rly have no idea + im just a beginner in this c++ shit *lol*

Re: Headshot message for Server. [message #439851 is a reply to message #439848] Sun, 21 November 2010 15:22 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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You'll have to check either which bone has been hit or what the damage multiplier was (*5 is a headshot I believe).
I never looked into detailed hits but the single player counts headshots, arm shots, torso shots etc so I'm assuming it's in there somewhere.


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: Headshot message for Server. [message #439855 is a reply to message #439848] Sun, 21 November 2010 15:52 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Okay Ive tested the kill strikes with more players and it seems that they are bugged.

If someone make a doulbe kill, and he get killed the message comes.
Sometimes the message appear 4-8 times.


Thats what I´ve done:

gmscripts.cpp
//******************************************************************************
//************************* PLAYER RELATED SCRIPTS *****************************
//******************************************************************************

//This script is attached to all players.
void MDB_SSGM_Player::Created(GameObject *obj) {
	if (Settings->ForceTeam != -1) {
		if (Commands->Get_Player_Type(obj) != Settings->ForceTeam) {
			Change_Team(obj,Settings->ForceTeam);
			return;
		}
	}

	const char *Nick = Get_Player_Name(obj);
	if (strstr(Nick,";")) { //Breaks gamelog. Crashes if done in the player join hook.
		Console_Input(StrFormat("kick %d",Get_Player_ID(obj)).c_str());
		delete[] Nick;
		return;
	}
	delete[] Nick;
		
	if (Settings->GameMode != 1) {
		Commands->Set_Is_Visible(obj,false);
	}

	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt1,h_a_a0a0_l12");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt2,H_A_a0a0_L22");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt3,H_A_a0a0_L23");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt4,H_A_a0a0_L24");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt5,H_A_a0a0_L25");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt6,H_A_a0a0_L58");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt7,H_A_cresentkick");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt8,H_A_sidekick");
	Commands->Attach_Script(obj,"MDB_SSGM_Taunt_Key","Taunt9,H_A_punchcombo");
	Commands->Attach_Script(obj,"MDB_SSGM_WriteLog_Key","VoteYes,!vote yes,0");
	Commands->Attach_Script(obj,"MDB_SSGM_WriteLog_Key","VoteNo,!vote no,0");
	if (Settings->GameMode == 2) {
		Commands->Attach_Script(obj,"MDB_SSGM_ChatCommand_Key","VehBind,!captures,1");
		Commands->Attach_Script(obj,"MDB_SSGM_ChatCommand_Key","VehBL,!flaginfo,1");
	}
[COLOR=red]		if (Settings->GameMode == 3) {
		Commands->Attach_Script(obj,"z_player","");
	}[/COLOR]
.
.
.


gmscripts.h
//******************************************************************************
//************************* PLAYER RELATED SCRIPTS *****************************
//******************************************************************************

//This script is attached to all players.
class MDB_SSGM_Player : public ScriptImpClass {
	void Created(GameObject *obj);
	void Destroyed(GameObject *obj);
	void z_Player(GameObject *obj);
	void Killed(GameObject *obj, GameObject *shooter);
	void Timer_Expired(GameObject *obj, int number);
	void MDB_SSGM_Player::Custom(GameObject *obj, int message, int param, GameObject *sender);
	Vector3 SpawnPos;
	int AfkDetect;
	bool WasKilled;
};



c_kills.cpp
#include "scripts.h"
#include "engine.h"
#include "gmmain.h"
#include "cry_kills.h"
#include "gmgamelog.h"
#include "date.h"
#include <stdarg.h>
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <ddeml.h>
#endif
#include <fstream>
#include <iostream>
#include <sstream>
#include <time.h>
#include <algorithm>
#include <map>

void z_Player::Created(GameObject *obj)
{
	kills = 0;
}

void z_Player::Custom(GameObject *obj, int message, int param, GameObject *sender)
{

	if (kills == 2)
	{
		Commands->Create_2D_WAV_Sound("double_kill.wav");
		Console_Input(StrFormat("msg %s made a double kill (2)", Get_Player_Name(obj)).c_str());
	}

		else if (kills == 3)
	{
		Commands->Create_2D_WAV_Sound("triplekill.mp3");
		Commands->Create_2D_WAV_Sound("triplekill.wav");
		Console_Input(StrFormat("msg %s made a Tripple. (3)", Get_Player_Name(obj)).c_str());
	}
	else if (kills == 4)
	{

		Commands->Create_2D_WAV_Sound("multikill.wav");
		Console_Input(StrFormat("msg %s made a Multikill (4)", Get_Player_Name(obj)).c_str());
	}
	else if (kills == 6)
	{

		Commands->Create_2D_WAV_Sound("Monsterkill_F.wav");
		Console_Input(StrFormat("msg %s made a M-M-M-M-Monster Kill!!! (6)", Get_Player_Name(obj)).c_str());
	}
	else if (kills == 8)
	{

		Commands->Create_2D_WAV_Sound("rampage.wav");
		Console_Input(StrFormat("msg Oh my GOD! %s is on a rampage (7)", Get_Player_Name(obj)).c_str());
	}
	else if (kills == 9)
	{

		char msg[250];
		Commands->Create_2D_WAV_Sound("unstoppable.wav");
		Console_Input(StrFormat("msg %s is unstoppable!!", Get_Player_Name(obj)).c_str());
	}
	else if (kills == 13)
	{

		char msg2[250];
		Console_Input(StrFormat("msg [Info]: %s is on a killingspree (3)", Get_Player_Name(obj)).c_str());
		Commands->Create_2D_WAV_Sound("monsterkill.wav");
		Send_Message(255,255,255,msg2);
	}
	else if (kills == 15)
	{
		Commands->Create_2D_WAV_Sound("godlike.mp3");
		Console_Input(StrFormat("msg %s is godlike...", Get_Player_Name(obj)).c_str());
	}
}

void z_Player::Register_Auto_Save_Variables()
{
	Auto_Save_Variable(1,4,&kills);
}

ScriptRegistrant<z_Player> z_Player_Registrant("z_Player","");


cry_kills.h
class z_Player : public ScriptImpClass {
	void Created(GameObject *obj);
	void Custom(GameObject *obj, int message, int param, GameObject *sender);
	void Register_Auto_Save_Variables();
	int kills;
};



So i dont know why its not working correctly or whats the problem Sad


Some IRC Logs:

[ 23:49:44] 15|><>7 [Cry]BoT 15<><| 7[Message] Host: [INFO] Renegadeskins.Net Sniper server for HoH Clan
[ 23:49:48] 15|><>7 [Cry]BoT 15<><| 7[Message] [THS]-Jure made a double kill (2)
[ 23:49:51] 15|><>7 [Cry]BoT 15<><| 7[Message] [THS]-Jure made a Tripple. (3)
[ 23:49:51] 15|><>7 [Cry]BoT 15<><| 07[Kill] 04[THS]-Jure killed [THS]-Maxim with Sniper Rifle.
[ 23:49:51] 15|><>7 [Cry]BoT 15<><| 04[THS]-Jure killed [THS]-Maxim (Nod Blackhand Sniper/Sniper Rifle 04vs GDI Havoc04)
[ 23:50:06] 15|><>7 [Cry]BoT 15<><| 7[Message] [THS]-Jure made a Tripple. (3)

---------------------------


[ 23:48:04] 15|><>7 [Cry]BoT 15<><| 04Finalchapter killed [THS]-Maxim (Nod Blackhand Sniper/Sniper Rifle 04vs GDI Deadeye04)
[ 23:48:11] 15|><>7 [Cry]BoT 15<><| 7[Message] Finalchapter made a double kill (2)
[ 23:48:12] 15|><>7 [Cry]BoT 15<><| 7[Message] Finalchapter made a double kill (2)
[ 23:48:13] 15|><>7 [Cry]BoT 15<><| 7[Message] Finalchapter made a double kill (2)
[ 23:48:18] 15|><>7 [Cry]BoT 15<><| 7[Message] Finalchapter made a double kill (2)


















Re: Headshot message for Server. [message #439873 is a reply to message #439848] Mon, 22 November 2010 01:26 Go to previous messageGo to next message
reborn is currently offline  reborn
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Registered: September 2004
Location: uk - london
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General (3 Stars)
Where do you send the custom that updates the amount of kills a player has gained? I do not see how the variable "kills" is increased.
Also, the multi spamming of the message could be because you're not filter which custom it is you're looking for, so on death the player may be receiving several customs, which are all triggering that message.



[Updated on: Mon, 22 November 2010 01:27]

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Re: Headshot message for Server. [message #439879 is a reply to message #439848] Mon, 22 November 2010 05:55 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Is there a way you could fix that for me, im just a beginner :/
The code is not completly from me. I used Zunnies as a example.
Would be nice if you could do that.
Re: Headshot message for Server. [message #439897 is a reply to message #439848] Mon, 22 November 2010 11:10 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
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General (3 Stars)
Something for you to try.

int headShotCount[127]; //bad, but whatever
extern cPlayer *(*FindPlayer)(int);


//player join
headshotCount[playerId] = 0;

//when player is damaged:
void my_script::Damaged(GameObject *o, GameObject *Attacker, float damage)
{
   int playerId = Get_Player_Id(o);
   cPlayer *p = FindPlayer(playerId);
   if(!p) return;

   headShotCount[playerId] = p->HeadShots;
}

//when player is killed
void my_script::Killed(GameObject *o, GameObject *Attacker)
{
   int killerId = Get_Player_Id(Attacker);
   cPlayer *killer = FindPlayer(killerId);
   if(!killer) return;
   if(killer->HeadShots > headShotCount[killerId])
   {
      headShotCount[killerId] = killer->HeadShots;
      Console_Input("msg headshot");
   }
}
Re: Headshot message for Server. [message #439915 is a reply to message #439848] Mon, 22 November 2010 15:46 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Sry but i have no idea at all how to add it :/
Re: Headshot message for Server. [message #439948 is a reply to message #439848] Tue, 23 November 2010 01:13 Go to previous messageGo to next message
reborn is currently offline  reborn
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General (3 Stars)
I will write this for you so you understand it when I have the time.

Infact, I'll write two implementations, one similar to jnz's with a global variable, and one in the format you're more used to seeing.



Re: Headshot message for Server. [message #439972 is a reply to message #439848] Tue, 23 November 2010 14:41 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
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General (3 Stars)
I wrote this, and it's compiled, but I never actually bothered to test it, mainly because I do not have the custom .wav files you're referencing, and secondly because I couldn't be bothered really. Razz

Here is the first version, written more in the style that jnz posted, with global variables and a code that is not exactly conforming to the standard renegade API useage. I will if I have time write a script that's all tidy and familiar to you and the renegade API.

It's important to remeber though, that while in this instance it's probably better to use the API classes and conform to that standard, it isn't always... There are thing that are deemed "impossible" by some, that really are quite simple useing "hacks" like this.
Plus, if you only learn to code using the renegade API you'll end up very confused later on when you want to write something else.

I wrote this as a SSGM plugin, and have attached the full source code.

/*	Renegade Scripts.dll
	Example Plugin Code
	Copyright 2007 Whitedragon(MDB), Jonathan Wilson, spencer "reborn" elliott

	This file is part of the Renegade scripts.dll
	The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
	the terms of the GNU General Public License as published by the Free
	Software Foundation; either version 2, or (at your option) any later
	version. See the file COPYING for more details.
	In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
	Only the source code to the module(s) containing the licenced code has to be released.
*/

/*  This is an example of how to implement a server hack to make it register, record and display player kill sprees.
	This has been done WITHOUT the client scripts.dll in mind and has NOT respected the accepted use of the renegade API.
	It uses global variables and custom C++ functions. Ironically it is more readable to other programmers outside the renegade community.
	In this instance however, it is probably easier and more efficient to use the classes that the API lends itself to, this is just an example...
*/

#include "scripts.h"
#include <stdarg.h>
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include "engine.h"
#include "gmmain.h"
#include "KillMessages.h"


int PlayerKills[127];

int ObjectHookID = 0;
ObjectCreateHookStruct *ObjectHookStruct = 0;

// This hook is caled when an object is created
void ObjectHookCall(void *data,GameObject *obj) 
{
	//This is kinda like a little filter...
	//I'm basically saying here that if the object that was created is a player, then do the following...
	if(Commands->Is_A_Star(obj))
	{
		//This ensures that all players get this script attached to them 
		Commands->Attach_Script(obj, "KillMessages", "");
	}
}


void Plugin_Load() 
{
	//When the plugin loads this code is called and sets up the object creation hook.
	ObjectHookStruct = new ObjectCreateHookStruct;
	ObjectHookStruct->hook = ObjectHookCall;
	ObjectHookStruct->data = 0;
	ObjectHookID = AddObjectCreateHook(ObjectHookStruct);
}

//This is a C++ function. 
//I created the function because I call it several times in different places, 
//so it cuts down on the amount of lines I need to write, and makes things neater, it also cuts down on chanecs for error. 
//and if I ned to make a change to the function, it's only here that I need to change it.
//It's use is limited to setting the global variable of PlayerKills for a specific player to Zero.
void ZeroOutKills(int PlayerID)
{
	PlayerKills[PlayerID] = 0;
}

//Another function.
//int Amount is actually over kill TBH, I always know I will be adding only 1 kill at a time, but this is just to demonstrate really.
void AddKill(int PlayerID, int Amount)
{
	PlayerKills[PlayerID] += PlayerKills[PlayerID] + Amount;
}

//A funtion to get the running killing spree count of a player
int GetKillingSpreeCount(int PlayerID)
{
	int kills = PlayerKills[PlayerID];
	return kills;
}


//This is the actual "Guts" of the pluging. It is the script that is attached to the players and updates kills etc.
void KillMessages::Created(GameObject *obj)
{
	//When player spawns set their running kills to zero.
	//The function ZeroOutKills takes the player ID, so the below does this: Get_Player_ID(obj)
	//That retrieves the player ID for me from the GameObject, which is the piece of information I know about the player.
	ZeroOutKills(Get_Player_ID(obj));
}

void KillMessages::Killed(GameObject *obj, GameObject *shooter)
{
	//Just a little safety check to make sure that the killer is actually a player and not a patch of tiberium or something stupid like fall damage...
	if(Commands->Is_A_Star(shooter))
	{
		//Update the player's running kill amount that shot the player.
		//So basically what you're doing here is waiting for the player to die 
		//then when they do die, update the amount of kills for the person that killed them.
		AddKill(Get_Player_ID(obj), 1);
		if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 2)
		{
			Commands->Create_2D_WAV_Sound("double_kill.wav");
			Console_Input(StrFormat("msg %s made a double kill (2)", Get_Player_Name(shooter)).c_str());
		}

		else if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 3)
		{
			Commands->Create_2D_WAV_Sound("triplekill.wav");
			Console_Input(StrFormat("msg %s made a Tripple. (3)", Get_Player_Name(shooter)).c_str());
		}
		else if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 4)
		{
			Commands->Create_2D_WAV_Sound("multikill.wav");
			Console_Input(StrFormat("msg %s made a Multikill (4)", Get_Player_Name(shooter)).c_str());
		}
		else if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 6)
		{
			Commands->Create_2D_WAV_Sound("Monsterkill_F.wav");
			Console_Input(StrFormat("msg %s made a M-M-M-M-Monster Kill!!! (6)", Get_Player_Name(shooter)).c_str());
		}
		else if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 8)
		{
			Commands->Create_2D_WAV_Sound("rampage.wav");
			Console_Input(StrFormat("msg Oh my GOD! %s is on a rampage (7)", Get_Player_Name(shooter)).c_str());
		}
		else if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 9)
		{
			Commands->Create_2D_WAV_Sound("unstoppable.wav");
			Console_Input(StrFormat("msg %s is unstoppable!!", Get_Player_Name(shooter)).c_str());
		}
		else if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 13)
		{
			Console_Input(StrFormat("msg %s is on a killingspree", Get_Player_Name(shooter)).c_str());
			Commands->Create_2D_WAV_Sound("monsterkill.wav");
		}
		else if (GetKillingSpreeCount(Get_Player_ID(shooter)) == 15)
		{
			Commands->Create_2D_WAV_Sound("godlike.mp3");
			Console_Input(StrFormat("msg %s is godlike...", Get_Player_Name(shooter)).c_str());
		}
	}
}


void Plugin_Unload() 
{
	//This is just the unloading of the plugin, the standard example doesn't remove the hook and can cause a crash.
	//remember to do this in your own plugins.
	RemoveObjectCreateHook(ObjectHookID);
	delete ObjectHookStruct;
}



extern "C" 
{
	//This is the player join hook. This code here is called when a player joins the server.
	DLLEXPORT void SSGM_Player_Join_Hook(int ID, const char *Nick) 
	{
		//When the player joins, set their kills to 0. 
		//This is just good practice, but probably redundant, as it is also set to 0 when they spawn.
		ZeroOutKills(ID);
	}

	//This is the map load hook. This code is called when the map loads.
	DLLEXPORT void SSGM_Level_Loaded_Hook() 
	{
		//This is a simple "for" loop. This loop basically set every single players kills to 0 when the map loads. 
		//It also is probably redundant as when the map loads and the player spawns their kills would be set to 0.
		for(unsigned int i = 1; i <= 127; i++)
		{
			ZeroOutKills(i);
		}
	}

}



/*	Renegade Scripts.dll
	Example Plugin Code
	Copyright 2007 Whitedragon(MDB), Jonathan Wilson

	This file is part of the Renegade scripts.dll
	The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
	the terms of the GNU General Public License as published by the Free
	Software Foundation; either version 2, or (at your option) any later
	version. See the file COPYING for more details.
	In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
	Only the source code to the module(s) containing the licenced code has to be released.
*/


#define PluginName "reborn's killing spree plugin"
#define PluginVersion "1.0"


void Plugin_Load();

void ZeroOutKills(int PlayerID);
void AddKill(int PlayerID, int Amount);
int GetKillingSpreeCount(int PlayerID);

class KillMessages : public ScriptImpClass
{
	void Created(GameObject *obj);
	void Killed(GameObject *obj, GameObject *Killer);
};

void Plugin_Unload();


Download the full source code here.



Re: Headshot message for Server. [message #439977 is a reply to message #439848] Tue, 23 November 2010 15:35 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Thanks for your time, the explanation help alot.
But it doesnt work for some reason :/

See:
[ 23:30:28] 15|><>7 [Cry]BoT 15<><| 07[Kill] 08cry1 killed cry with Sniper Rifle. Headshot!
[ 23:30:34] 15|><>7 [Cry]BoT 15<><| 07[Kill] 08cry1 killed cry with Sniper Rifle. Headshot!
[ 23:30:39] 15|><>7 [Cry]BoT 15<><| 07[Kill] 08cry1 killed cry with Sniper Rifle. Headshot!
[ 23:30:47] 15|><>7 [Cry]BoT 15<><| 06[Team] 08cry1: !blamo
[ 23:30:54] 15|><>7 [Cry]BoT 15<><| 07[Kill] 08cry1 killed cry with Sniper Rifle. Headshot!


,
crysis992
Re: Headshot message for Server. [message #439978 is a reply to message #439848] Tue, 23 November 2010 15:38 Go to previous messageGo to next message
reborn is currently offline  reborn
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General (3 Stars)
Ah, I forgot the script registrant...

ScriptRegistrant<KillMessages> KillMessages_Registrant("KillMessages","");



Re: Headshot message for Server. [message #439981 is a reply to message #439848] Tue, 23 November 2010 16:45 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Ahh should have noticed that :/
Okay i added it, but now if i wanna load the dll, it crashes the FDS. It loads the file then it restart.

It says that its loaded successfully but it still crash/restart my FDS:

[00:39:21] Stand alone .DLL Hooks.dll loaded
[00:39:21] Plugin KillMessages.dll(reborn's killing spree plugin) v1.0 loaded
[00:39:21] Console commands injected.


[Plugins]
01=resurrection.dll
02=BW-Log.dll
03=Hooks.dll
04=KillMessages.dll
Re: Headshot message for Server. [message #439987 is a reply to message #439848] Tue, 23 November 2010 18:35 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
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General (3 Stars)
well for one you don't load the rr dll in ssgm. You don't load roshambos hooks.dll in ssgm if that is roshambos hooks it will most likely crash the fds when used with rr. Compile a new ssgm scripts.dll if you haven't done so already.

http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Tue, 23 November 2010 18:40]

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Re: Headshot message for Server. [message #439991 is a reply to message #439987] Tue, 23 November 2010 23:23 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Gen_Blacky wrote on Tue, 23 November 2010 20:35

well for one you don't load the rr dll in ssgm. You don't load roshambos hooks.dll in ssgm if that is roshambos hooks it will most likely crash the fds when used with rr. Compile a new ssgm scripts.dll if you haven't done so already.



Now i deleted the hooks.dll and rr.dll from the ini and i have now only BW-Log and KillMessages in it, and it still crash my FDS.
Already Compiled a new scripts.dll cause i use a costom one and not the standard scripts.dll.
Re: Headshot message for Server. [message #439993 is a reply to message #439848] Tue, 23 November 2010 23:32 Go to previous messageGo to next message
reborn is currently offline  reborn
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I'll try it myself when I get home from work. I should of tested it myself first, I was just being lazy.


Re: Headshot message for Server. [message #439994 is a reply to message #439993] Wed, 24 November 2010 00:24 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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reborn wrote on Wed, 24 November 2010 00:32

I'll try it myself when I get home from work. I should of tested it myself first, I was just being lazy.


Okay, thank you =)
Re: Headshot message for Server. [message #440057 is a reply to message #439848] Thu, 25 November 2010 18:47 Go to previous messageGo to next message
Sir Kane
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You should get the counts right, can't remember them exactly, but "godlike" is 12.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Headshot message for Server. [message #440071 is a reply to message #439848] Thu, 25 November 2010 23:34 Go to previous messageGo to next message
reborn is currently offline  reborn
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This line here is wrong:
for(unsigned int i = 1; i <= 127; i++)


It should be:
for(unsigned int i = 0; i < 127; i++)


It's not the first time 0 based indexing caught me out. What a newbie mistake!





Re: Headshot message for Server. [message #440080 is a reply to message #439848] Fri, 26 November 2010 06:56 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Thank you, now its not crashing my FDS, but it still dont do any messages or sounds Sad
Re: Headshot message for Server. [message #440082 is a reply to message #439848] Fri, 26 November 2010 07:29 Go to previous messageGo to next message
reborn is currently offline  reborn
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And you included the script registrant too?

I'll take a look later on...



Re: Headshot message for Server. [message #440085 is a reply to message #440082] Fri, 26 November 2010 08:08 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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reborn wrote on Fri, 26 November 2010 08:29

And you included the script registrant too?

I'll take a look later on...


Yes registrant included also.
I "builed" them again, uploaded them to my server and replaced it with the old .dll + changed ssgm.ini. Then restartet server and testet it -> Nothing, no sound or message.
Re: Headshot message for Server. [message #440292 is a reply to message #439848] Mon, 29 November 2010 14:03 Go to previous messageGo to next message
reborn is currently offline  reborn
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AddKill(Get_Player_ID(obj), 1);


Should be:

AddKill(Get_Player_ID(shooter), 1);


Updated download to include various fixes, here.

Sorry for delay, I have been very busy.



Re: Headshot message for Server. [message #440311 is a reply to message #439848] Mon, 29 November 2010 14:56 Go to previous messageGo to next message
crysis992 is currently offline  crysis992
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Thanks reborn =)
works perfectly =D
Re: Headshot message for Server. [message #440314 is a reply to message #439848] Mon, 29 November 2010 14:57 Go to previous message
reborn is currently offline  reborn
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No worries. Thumbs Up

Now you should try and work on the head shot problem and see how you get on! Smile



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