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  1. #1
    jul920's Avatar
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    No Blood in the hud?

    For my mod, I don't want to see blood in the hud when I'm touch by a bullet or something like that

    Help me
    Last edited by jul920; 10-22-2010 at 08:31 PM.

  2. #2
    Lemon30's Avatar
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    setDvar("painVisionTriggerHealth", 0);

  3. #3
    jul920's Avatar
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    doesn't work for me

  4. #4
    black iceee's Avatar
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    Quote Originally Posted by jul920 View Post
    doesn't work for me
    me either
    dunno why

  5. #5
    master131's Avatar
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    Have you tried self setClientDvar("painVisionTriggerHealth", 0);

    If that doesn't work, make a file named _damagefeedback.gsc in the same folder as _rank.gsc:
    Code:
    init()
    {
    	precacheShader("damage_feedback");
    	precacheShader("damage_feedback_j");
    	precacheShader("damage_feedback_endgame");
    	precacheShader("scavenger_pickup");
    
    	level thread onPlayerConnect();
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill("connected", player);
    
    		player.hud_damagefeedback = newClientHudElem(player);
    		player.hud_damagefeedback.horzAlign = "center";
    		player.hud_damagefeedback.vertAlign = "middle";
    		player.hud_damagefeedback.x = -12;
    		player.hud_damagefeedback.y = -12;
    		player.hud_damagefeedback.alpha = 0;
    		player.hud_damagefeedback.archived = true;
    		//player.hud_damagefeedback setShader("damage_feedback", 24, 48);
    	}
    }
    
    updateDamageFeedback( typeHit )
    {
    	if ( !isPlayer( self ) )
    		return;
    	
    	x = -12;
    	y = -12;
    
    	if ( getDvarInt( "camera_thirdPerson" ) )
    		yOffset = self GetThirdPersonCrosshairOffset() * 240;
    	else
    		yOffset = getdvarfloat( "cg_crosshairVerticalOffset" ) * 240;
    	
    	if ( level.splitscreen )	
    		yOffset *= 0.5;
    
    	feedbackDurationOverride = 0;
    	startAlpha = 1;
    	
    	if ( typeHit == "hitBodyArmor" )
    	{
    		//self.hud_damagefeedback setShader("damage_feedback_j", 24, 48);
    		self playlocalsound("MP_hit_alert"); // TODO: change sound?
    	}
    	else if ( typeHit == "hitEndGame" )
    	{
    		//self.hud_damagefeedback setShader("damage_feedback_endgame", 24, 48);
    		self playlocalsound("MP_hit_alert");
    	}
    	else if ( typeHit == "stun" )
    	{
    		return;	
    	}
    	else if ( typeHit == "none" )
    	{
    		return;	
    	}
    	else if ( typeHit == "scavenger" && !level.hardcoreMode )
    	{
    		x = -36;
    		y = 32;
    		self.hud_damagefeedback setShader("scavenger_pickup", 64, 32);
    		feedbackDurationOverride = 2.5;
    	}
    	else
    	{
    		//self.hud_damagefeedback setShader("damage_feedback", 24, 48);
    		self playlocalsound("MP_hit_alert");
    	}
    	
    	self.hud_damagefeedback.alpha = startAlpha;
    	if ( feedBackDurationOverride != 0 )
    		self.hud_damagefeedback fadeOverTime(feedbackDurationOverride);
    	else	
    		self.hud_damagefeedback fadeOverTime(1);
    	
    	self.hud_damagefeedback.alpha = 0;
    
    	// only update hudelem positioning when necessary
    	if ( self.hud_damagefeedback.x != x )
    		self.hud_damagefeedback.x = x;	
    
    	y = y - int( yOffset );
    	if ( self.hud_damagefeedback.y != y )
    		self.hud_damagefeedback.y = y;	
    }
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