SolvedStill 2 Problems

Posts 1–11 of 11 · Page 1 of 1
Still 2 Problems
1. How to get the scrolling bar black background before the xp bar (see picture!)
2. Why doesn't my black screen after a crns work..
When you knife a teammate you have a black screen until you die or kill 1 enemie
When you crns you only get the message!


1 = in _rank
Code:
 doTextScroll()
{
    self endon ( "disconnect" );
    displayText = self createFontString( "default", 1.2 );
	//displayText2 = self createFontString( "default", 1.4 );
	//displayText3 = self createFontString( "default", 1.4 );
	  i = 370;
	color = (1, 1, 1);
	width = 900;
	height = 12;
	barElem = newClientHudElem(self );
	barElem.x = -45 ;
	barElem.y = 355;
	barElem.frac = 0;
	barElem.color = color;
	barElem.sort = -2;
	barElem.hidden = false;
	barElemBG = newClientHudElem( self ); 
	barElemBG.elemType = "bar";
	barElemBG.width = width;
	barElemBG.height = height;
	barElemBG.xOffset = -45;
	barElemBG.yOffset = 355;
	barElemBG.bar = barElem;
	barElemBG.children = [];
	barElemBG.sort = -3;
	barElemBG.color = (0,0,0);
	barElemBG.alpha = 1;
	barElemBG setParent( level.uiParent );
	barElemBG setShader( "progress_bar_bg", width + 4, height + 4 );
	barElemBG.hidden = false;
	barElemBG setPoint( "CENTER", "TOP", 0, 472);
    for( ;; )
    {
        if(i < -690) {
            i = 370;
        }
    		displayText setPoint( "CENTER", "TOP", i, 472);
		
		
displayText setText("^6Welcome everyone^7! ^6We hope you enjoy our server^7! ^1Want to become an admin^7? ^2Go to our site for more information for the head admins skype! ore add him at msn: jorricks@hotma...il.com");
		 wait .01;
		i -= 2.5;
    }
}




2= in _damage
Code:
Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{	if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_fmj_xmags_mp") {
	iDamage = 0;
	eAttacker iPrintlnBold("^2Do ^3NOT ^2Close Range No Scope!");
    eAttacker VisionSetNakedForPlayer("black_bw", 5);
	}
	
	if(sMeansOfDeath == "MOD_MELEE" && !IsSubStr( sweapon, "riotshield" )) {
		iDamage = 0.0;
		} else {
		iDamage = 9999;
	}

	if(victim.AoEactive)
	if ( !isPlayer( eAttacker ) || eAttacker == victim )
	iDamage = 0;
	else
	if(sWeapon != "concussion_grenade_mp")
	if(eInflictor.doSuperDamage)
	if(iDamage != 1)
	if(sWeapon != "none")
	iDamage = 9999;

	
	if ( !isReallyAlive( victim ) )
		return;
	
	if ( isDefined( eAttacker ) && eAttacker.classname == "script_origin" && isDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
		return;
	
	if ( isDefined( level.hostMigrationTimer ) )
		return;
	
	if ( sMeansOfDeath == "MOD_FALLING" )
		victim thread emitFallDamage( iDamage );
		
	if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && iDamage != 1 )
	{
		iDamage *= getDvarFloat( "scr_explBulletMod" );	
		iDamage = int( iDamage );
	}

	if ( isDefined( eAttacker ) && eAttacker.classname == "worldspawn" )
		eAttacker = undefined;
	
	if ( isDefined( eAttacker ) && isDefined( eAttacker.gunner ) )
		eAttacker = eAttacker.gunner;
	
	attackerIsNPC = isDefined( eAttacker ) && !isDefined( eAttacker.gunner ) && (eAttacker.classname == "script_vehicle" || eAttacker.classname == "misc_turret" || eAttacker.classname == "script_model");
	attackerIsHittingTeammate = level.teamBased && isDefined( eAttacker ) && ( victim != eAttacker ) && isDefined( eAttacker.team ) && ( victim.pers[ "team" ] == eAttacker.team );

	stunFraction = 0.0;

	
	
	if ( iDFlags & level.iDFLAGS_STUN )
	{
		stunFraction = 0.0;
		//victim StunPlayer( 1.0 );
		iDamage = 0.0;
	}
	else if ( sHitLoc == "shield" )
	{
		if ( attackerIsHittingTeammate && level.friendlyfire == 0 )
			return;
		
		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && !attackerIsHittingTeammate )
		{
			if ( isPlayer( eAttacker ) )
			{
				eAttacker.lastAttackedShieldPlayer = victim;
				eAttacker.lastAttackedShieldTime = getTime();
			}
			victim notify ( "shield_blocked" );

			// fix turret + shield challenge exploits
			if ( sWeapon == "turret_minigun_mp" )
				shieldDamage = 25;
			else
				shieldDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
						
			victim.shieldDamage += shieldDamage;

			// fix turret + shield challenge exploits
			if ( sWeapon != "turret_minigun_mp" || cointoss() )
				victim.shieldBulletHits++;

			if ( victim.shieldBulletHits >= level.riotShieldXPBullets )
			{
				if ( self.recentShieldXP > 4 )
					xpVal = int( 50 / self.recentShieldXP );
				else
					xpVal = 50;
				
				printLn( xpVal );
				
				victim thread maps\mp\gametypes\_rank::giveRankXP( "shield_damage", xpVal );
				victim thread giveRecentShieldXP();
				
				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_damage", victim.shieldDamage );

				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_bullet_hits", victim.shieldBulletHits );
				
				victim.shieldDamage = 0;
				victim.shieldBulletHits = 0;
			}
		}

		if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT )
		{
			if (  !attackerIsHittingTeammate )
				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );

			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
			if ( !(iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE) )
				iDamage *= 0.0;
		}
		else if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH )
		{
			if ( isDefined( eInflictor ) && isDefined( eInflictor.stuckEnemyEntity ) && eInflictor.stuckEnemyEntity == victim ) //does enough damage to shield carrier to ensure death
				iDamage = 101;
			
			victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
		}
		else
		{
			return;
		}
	}
	else if ( (smeansofdeath == "MOD_MELEE") && IsSubStr( sweapon, "riotshield" ) )
	{
		if ( !(attackerIsHittingTeammate && (level.friendlyfire == 0)) )
		{
			stunFraction = 0.0;
			victim StunPlayer( 0.0 );
		}
	}

	if ( !attackerIsHittingTeammate )
		iDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
	
	if ( !iDamage )
		return false;
	
	victim.iDFlags = iDFlags;
	victim.iDFlagsTime = getTime();

	if ( game[ "state" ] == "postgame" )
		return;
	if ( victim.sessionteam == "spectator" )
		return;
	if ( isDefined( victim.canDoCombat ) && !victim.canDoCombat )
		return;
	if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( eAttacker.canDoCombat ) && !eAttacker.canDoCombat )
		return;

	// handle vehicles/turrets and friendly fire
	if ( attackerIsNPC && attackerIsHittingTeammate )
	{
		if ( sMeansOfDeath == "MOD_CRUSH" )
		{
			victim _suicide();
			return;
		}
		
		if ( !level.friendlyfire )
			return;
	}

	prof_begin( "PlayerDamage flags/tweaks" );

	// Don't do knockback if the damage direction was not specified
	if ( !isDefined( vDir ) )
		iDFlags |= level.iDFLAGS_NO_KNOCKBACK;

	friendly = false;

	if ( ( victim.health == victim.maxhealth && ( !isDefined( victim.lastStand ) || !victim.lastStand )  ) || !isDefined( victim.attackers ) && !isDefined( victim.lastStand )  )
	{
		victim.attackers = [];
		victim.attackerData = [];
	}

	if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, eAttacker ) )
		sMeansOfDeath = "MOD_HEAD_SHOT";

	if ( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
	{
		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
			return;
		else if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
			iDamage = 150;
	}

	// explosive barrel/car detection
	if ( sWeapon == "none" && isDefined( eInflictor ) )
	{
		if ( isDefined( eInflictor.destructible_type ) && isSubStr( eInflictor.destructible_type, "vehicle_" ) )
			sWeapon = "destructible_car";
	}

	prof_end( "PlayerDamage flags/tweaks" );

	// check for completely getting out of the damage
	if ( !(iDFlags & level.iDFLAGS_NO_PROTECTION) )
	{
		// items you own don't damage you in FFA
		if ( !level.teamBased && attackerIsNPC && isDefined( eAttacker.owner ) && eAttacker.owner == victim )
		{
			prof_end( "PlayerDamage player" );

			if ( sMeansOfDeath == "MOD_CRUSH" )
				victim _suicide();

			return;
		}

		if ( ( isSubStr( sMeansOfDeath, "MOD_GRENADE" ) || isSubStr( sMeansOfDeath, "MOD_EXPLOSIVE" ) || isSubStr( sMeansOfDeath, "MOD_PROJECTILE" ) ) && isDefined( eInflictor ) && isDefined( eAttacker ) )
		{
			// protect players from spawnkill grenades
			if ( eInflictor.classname == "grenade" && ( victim.lastSpawnTime + 3500 ) > getTime() && isDefined( victim.lastSpawnPoint ) && distance( eInflictor.origin, victim.lastSpawnPoint.origin ) < 250 )
			{
				prof_end( "PlayerDamage player" );
				return;
			}

			victim.explosiveInfo = [];
			victim.explosiveInfo[ "damageTime" ] = getTime();
			victim.explosiveInfo[ "damageId" ] = eInflictor getEntityNumber();
			victim.explosiveInfo[ "returnToSender" ] = false;
			victim.explosiveInfo[ "counterKill" ] = false;
			victim.explosiveInfo[ "chainKill" ] = false;
			victim.explosiveInfo[ "cookedKill" ] = false;
			victim.explosiveInfo[ "throwbackKill" ] = false;
			victim.explosiveInfo[ "suicideGrenadeKill" ] = false;
			victim.explosiveInfo[ "weapon" ] = sWeapon;

			isFrag = isSubStr( sWeapon, "frag_" );

			if ( eAttacker != victim )
			{
				if ( ( isSubStr( sWeapon, "c4_" ) || isSubStr( sWeapon, "claymore_" ) ) && isDefined( eAttacker ) && isDefined( eInflictor.owner ) )
				{
					victim.explosiveInfo[ "returnToSender" ] = ( eInflictor.owner == victim );
					victim.explosiveInfo[ "counterKill" ] = isDefined( eInflictor.wasDamaged );
					victim.explosiveInfo[ "chainKill" ] = isDefined( eInflictor.wasChained );
					victim.explosiveInfo[ "bulletPenetrationKill" ] = isDefined( eInflictor.wasDamagedFromBulletPenetration );
					victim.explosiveInfo[ "cookedKill" ] = false;
				}

				if ( isDefined( eAttacker.lastGrenadeSuicideTime ) && eAttacker.lastGrenadeSuicideTime >= gettime() - 50 && isFrag )
					victim.explosiveInfo[ "suicideGrenadeKill" ] = true;
			}

			if ( isFrag )
			{
				victim.explosiveInfo[ "cookedKill" ] = isDefined( eInflictor.isCooked );
				victim.explosiveInfo[ "throwbackKill" ] = isDefined( eInflictor.threwBack );
			}
			
			victim.explosiveInfo[ "stickKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "enemy";
			victim.explosiveInfo[ "stickFriendlyKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "friendly";
		}
	
		if ( isPlayer( eAttacker ) )
			eAttacker.pers[ "participation" ]++ ;

		prevHealthRatio = victim.health / victim.maxhealth;

		if ( attackerIsHittingTeammate )
		{
			if ( !matchMakingGame() && isPlayer(eAttacker) )
				eAttacker incPlayerStat( "mostff", 1 );
			
			prof_begin( "PlayerDamage player" );// profs automatically end when the function returns
			if ( level.friendlyfire == 0 || ( !isPlayer(eAttacker) && level.friendlyfire != 1 ) )// no one takes damage
			{
				if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" )
					victim damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
				return;
			}
			else if ( level.friendlyfire == 1 )// the friendly takes damage
			{
				if ( iDamage < 1 )
					iDamage = 1;

				victim.lastDamageWasFromEnemy = false;

				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
			}
			else if ( ( level.friendlyfire == 2 ) && isReallyAlive( eAttacker ) )// only the attacker takes damage
			{
				iDamage = int( iDamage * .5 );
				if ( iDamage < 1 )
					iDamage = 1;

				eAttacker.lastDamageWasFromEnemy = false;

				eAttacker.friendlydamage = true;
				eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
				eAttacker.friendlydamage = undefined;
			}
			else if ( level.friendlyfire == 3 && isReallyAlive( eAttacker ) )// both friendly and attacker take damage
			{
				iDamage = int( iDamage * .5 );
				if ( iDamage < 1 )
					iDamage = 1;

				victim.lastDamageWasFromEnemy = false;
				eAttacker.lastDamageWasFromEnemy = false;

				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
				if ( isReallyAlive( eAttacker ) )// may have died due to friendly fire punishment
				{
					eAttacker.friendlydamage = true;
					eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
					eAttacker.friendlydamage = undefined;
				}
			}

			friendly = true;
			
		}
		else// not hitting teammate
		{
			prof_begin( "PlayerDamage world" );

			if ( iDamage < 1 )
				iDamage = 1;

			if ( isDefined( eAttacker ) && isPlayer( eAttacker ) )
				addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath );
			
			if ( sMeansOfDeath == "MOD_EXPLOSIVE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" && iDamage < victim.health )
				victim notify( "survived_explosion" );

			if ( isdefined( eAttacker ) )
				level.lastLegitimateAttacker = eAttacker;

			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) )
				eAttacker thread maps\mp\gametypes\_weapons::checkHit( sWeapon, victim );

			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) && eAttacker != victim )
			{
				eAttacker thread maps\mp\_events::damagedPlayer( self, iDamage, sWeapon );
				victim.attackerPosition = eAttacker.origin;
			}
			else
			{
				victim.attackerPosition = undefined;
			}

			if ( issubstr( sMeansOfDeath, "MOD_GRENADE" ) && isDefined( eInflictor.isCooked ) )
				victim.wasCooked = getTime();
			else
				victim.wasCooked = undefined;

			victim.lastDamageWasFromEnemy = ( isDefined( eAttacker ) && ( eAttacker != victim ) );

			if ( victim.lastDamageWasFromEnemy )
				eAttacker.damagedPlayers[ victim.guid ] = getTime();

			victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );

			if ( isDefined( level.ac130player ) && isDefined( eAttacker ) && ( level.ac130player == eAttacker ) )
				level notify( "ai_pain", victim );

			victim thread maps\mp\gametypes\_missions::playerDamaged( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc );

			prof_end( "PlayerDamage world" );
			
		}

		if ( attackerIsNPC && isDefined( eAttacker.gunner ) )
			damager = eAttacker.gunner;
		else
			damager = eAttacker;

		if ( isDefined( damager) && damager != victim && iDamage > 0 )
		{
			if ( iDFlags & level.iDFLAGS_STUN )
				typeHit = "stun";
			else if ( victim hasPerk( "specialty_armorvest", true ) || (isExplosiveDamage( sMeansOfDeath ) && victim _hasPerk( "_specialty_blastshield" )) )
				typeHit = "hitBodyArmor";
			else if ( victim _hasPerk( "specialty_combathigh") )
				typeHit = "hitEndGame";
			else
				typeHit = "standard";
				
			damager thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( typeHit );
		}

		victim.hasDoneCombat = true;
	}

	if ( isdefined( eAttacker ) && ( eAttacker != victim ) && !friendly )
		level.useStartSpawns = false;


	//=================
	// Damage Logging
	//=================

	prof_begin( "PlayerDamage log" );

	// why getEntityNumber() for victim and .clientid for attacker?
	if ( getDvarInt( "g_debugDamage" ) )
		println( "client:" + victim getEntityNumber() + " health:" + victim.health + " attacker:" + eAttacker.clientid + " inflictor is player:" + isPlayer( eInflictor ) + " damage:" + iDamage + " hitLoc:" + sHitLoc );

	if ( victim.sessionstate != "dead" )
	{
		lpselfnum = victim getEntityNumber();
		lpselfname = victim.name;
		lpselfteam = victim.pers[ "team" ];
		lpselfGuid = victim.guid;
		lpattackerteam = "";

		if ( isPlayer( eAttacker ) )
		{
			lpattacknum = eAttacker getEntityNumber();
			lpattackGuid = eAttacker.guid;
			lpattackname = eAttacker.name;
			lpattackerteam = eAttacker.pers[ "team" ];
		}
		else
		{
			lpattacknum = -1;
			lpattackGuid = "";
			lpattackname = "";
			lpattackerteam = "world";
		}
umm, there's no picture?
Wasnt that already solved, and waht pic?
Quote Originally Posted by Yamato View Post
Wasnt that already solved, and waht pic?
No because it still kills them..


THIRD QUESTION :

IS IT POSSIBLE THAT I AUTO SWITCH ALL OF MY ADMINS TO 1 TEAM
Quote Originally Posted by jorricks3 View Post
No because it still kills them..


THIRD QUESTION :

IS IT POSSIBLE THAT I AUTO SWITCH ALL OF MY ADMINS TO 1 TEAM
Are you shooting with: cheytac_fmj_xmags_mp?
I am not sure about what the "self change team" code is but it would be something like this:

Code:
ChangeAdminTeam()
{
	if(self.name=="[~TBB~]MrBotox!" || "antoher name here...")//by nick
	{
		self change team
	}
	
        if(self.GUID=="1234567890abcdef" || "123456789asdcfcvgh" || "rtghjklæ8342950")//by guid
	{
		self change team
	}
}
Put in your admins Steam ID's or names in and they will get on the team you set it too.


I dunno what the change team command is but maybe you can find it yourself...
Thx for your help already!
all fixed except the xp bar that i want to remove...
hmmm strange on my mobile it gave me a link to the foto's now i cant see or click them:S

and huey sorry but that song is really terible... xD

is this solved or not?
Quote Originally Posted by pyrozombie View Post
hmmm strange on my mobile it gave me a link to the foto's now i cant see or click them:S

and huey sorry but that song is really terible... xD

is this solved or not?
I'm in love wit a girl who is not from my country and that song reminds me of her.
try barElemBG.alpha = 0.5;
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