Disabled Hitmarkers
Here is how to disable hitmarkers
For Noobs:
Just find your int and put the stuff that you see below there.
same for everything else...
(PS: the spacing is right in edit mode but they take them away when you save)
For Noobs:
Just find your int and put the stuff that you see below there.
same for everything else...
(PS: the spacing is right in edit mode but they take them away when you save)
init()
{
precacheShader("damage_feedback");
precacheShader("damage_feedback_j");
precacheShader("damage_feedback_endgame");
precacheShader("scavenger_pickup");
level thread onPlayerConnect();
}
{
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);
}
}
{
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?
return;
}
else if ( typeHit == "hitEndGame" )
{
// self.hud_damagefeedback setShader("damage_feedback_endgame", 24, 48);
// self playlocalsound("MP_hit_alert");
return;
}
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;
return;
}
else
{
// self.hud_damagefeedback setShader("damage_feedback", 24, 48);
// self playlocalsound("MP_hit_alert");
return;
}
//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;
}
{
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?
return;
}
else if ( typeHit == "hitEndGame" )
{
// self.hud_damagefeedback setShader("damage_feedback_endgame", 24, 48);
// self playlocalsound("MP_hit_alert");
return;
}
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;
return;
}
else
{
// self.hud_damagefeedback setShader("damage_feedback", 24, 48);
// self playlocalsound("MP_hit_alert");
return;
}
//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;
}

