Results 1 to 6 of 6
  1. #1
    lacjmcc's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Posts
    8
    Reputation
    10
    Thanks
    0

    -- Toggle marking enemies script.lua (Crashing PD2 version 1.4.2)

    -- Toggle marking enemies script.lua (Crashing PD2 version 1.4.2)
    Any help repairing and getting working again would be great.

    This is the basic toggle marking enemies script, but is now crashing out in version 1.4.2 PD2. Not sure why but just letting every1 know, maybe post a reply for repair or replacement of script. Thanks for all the help and replies. I'll continue on trying to repair myself also, and post any progress I my stumble across.

    Code:
    -- Toggle marking enemies
    function setEnemyColor(unit)
    	local enemyType = unit:base()._tweak_table
    	local color, target_color
    	
    	-- Civilians | Green
    	if enemyType == "civilian" or enemyType == "civilian_female" then
    		color = Vector3( 0.1687, 0.5529, 0 )
    		target_color = Vector3( 0.1688, 0.5529, 0 )
    	-- Taser | Blue
    	elseif enemyType == "taser" then
    		color = Vector3(0, 0.3804, 0.6235)
    		target_color = Vector3(0.001, 0.3804, 0.6235)
    	-- Shield | Orange
    	elseif enemyType == "shield" then
    		color = Vector3(1, 0.5, 0)
    		target_color = Vector3(1.001, 0.5, 0)
    	-- Tank | Yellow
    	elseif enemyType == "tank" then
    		color = Vector3(1, 1, 0)
    		target_color = Vector3(1.001, 1, 0)
    	-- Sniper | Pink
    	elseif enemyType == "sniper" then
    		color = Vector3(1, 0.35, 0.35)
    		target_color = Vector3(1.001, 0.35, 0.35)
    	-- Cop/unknown | Purple
    	else
    		color = Vector3(0.5216, 0, 0.5529)
    		target_color = Vector3(0.5217, 0, 0.5529)
    	end
    	
    	-- Set colors
    	managers.game_play_central._enemy_contour_units[unit:key()].color = color
    	managers.game_play_central._enemy_contour_units[unit:key()].target_color = target_color
    end
    function mark_enemies()
    	local units = World:find_units_quick( "all", 3, 16, 21, managers.slot:get_mask( "enemies" ) )
    	for i,unit in ipairs( units ) do
    		if not unit:brain() or not unit:brain()._logic_data or
    		   not unit:brain()._logic_data.objective or
    		   (unit:brain()._logic_data.objective.type ~= "surrender" and 
    		    unit:brain()._logic_data.objective.type ~= "follow") then
    		      	if tweak_data.character[ unit:base()._tweak_table ].silent_priority_shout then
    		      		managers.game_play_central:add_enemy_contour( unit, true )
    		      		setEnemyColor(unit)
    		      	elseif unit:character_damage().on_marked_state then
    		      		managers.game_play_central:add_enemy_contour( unit, false )
    		      		setEnemyColor(unit)
    		      	end
    		end
    	end
    
    	for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
    		managers.game_play_central:add_marked_contour_unit( unit )
    		end
    end
    function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender ) end
    
    if not _markingToggle then _markingToggle = true
    else _markingToggle = nil end
    if not _gameUpdate then _gameUpdate = GameSetup.update end
    do
    	local _gameUpdateLastMark
    	function GameSetup:update( t, dt )
    		_gameUpdate(self, t, dt)
    	
    		if _markingToggle and (not _gameUpdateLastMark or t - _gameUpdateLastMark > 4) then
    			_gameUpdateLastMark = t
    			mark_enemies()
    		end
    	end
    end

  2. #2
    jreynolds552's Avatar
    Join Date
    Jul 2011
    Gender
    male
    Location
    UK
    Posts
    40
    Reputation
    10
    Thanks
    244
    My Mood
    Amused
    I have the same problem, I haven't really learnt lua so im unable to help you mate. Im more into vb.net and c#
    To live is to suffer, but to survive is to find meaning in the suffering.

  3. #3
    lacjmcc's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Posts
    8
    Reputation
    10
    Thanks
    0

    X-Ray Vision 2.0-By (Pirate Captain)

    Thanks to Pirate Captain for releasing X-Ray Vision 2.0. This version for now is only showing guards/cops/ext. ext., No color coding, as of yet.
    So hopefully this will keep everyone going for now.

    Code:
    -- X-RAY VISION v2.0 (post infamy edition)
    -- MARKS ENEMIES ONLY
    function mark_enemies()
    	for u_key,u_data in pairs(managers.enemy:all_civilians()) do
    		--u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    		u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
    		--unit:contour():add( "mark_enemy" )
    	end
    end
    
    function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender ) 
    end
    if not _markingToggle then _marktoggle = nil _markingToggle = true
    	else _markingToggle = nil 
    end
    if not _gameUpdate then _gameUpdate = GameSetup.update 
    end
    do
    	local _gameUpdateLastMark
    	function GameSetup:update( t, dt )
    		_gameUpdate(self, t, dt)
    		_gameUpdateLastMark = t 
    		if _markingToggle then
    			mark_enemies()
    		else
    			if not _marktoggle then
    				_marktoggle = true
    				for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    					u_data.unit:contour():remove( "mark_enemy" )
    				end
    			end
    		end
    	end
    end

  4. #4
    lacjmcc's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Posts
    8
    Reputation
    10
    Thanks
    0

    Code/Script (Civies) Standard Maps Only

    OK, This code/script I stumbled a pawn, It's Pirate Captains x-ray v2 script, what it does, is shows civies, guards, ext. ext., No cameras, No color Codes, It only works in standard maps, including Diamond Store Heist, it does NOT function in any DLC, Go Bank, Transport Hesits, it crashes out. If I or you want to play these maps, you or I just re-enter the dash's, or re-paste the original x-ray v2 script back in, and then can at least see guards, ext. ext.. If you look at the codes side by side you'll see where the dash's are and aren't. So here it is, Enjoy.

    Code:
    -- X-RAY VISION v2.0 (post infamy edition)
    -- MARKS ENEMIES ONLY
    function mark_enemies()
    	for u_key,u_data in pairs(managers.enemy:all_civilians()) do
    		u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    		u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
    		--unit:contour():add( "mark_enemy" )
    	end
    end
    
    function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender ) 
    end
    if not _markingToggle then _marktoggle = nil _markingToggle = true
    	else _markingToggle = nil 
    end
    if not _gameUpdate then _gameUpdate = GameSetup.update 
    end
    do
    	local _gameUpdateLastMark
    	function GameSetup:update( t, dt )
    		_gameUpdate(self, t, dt)
    		_gameUpdateLastMark = t 
    		if _markingToggle then
    			mark_enemies()
    		else
    			if not _marktoggle then
    				_marktoggle = true
    				for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    					u_data.unit:contour():remove( "mark_enemy" )
    				end
    			end
    		end
    	end
    end

  5. #5
    lacjmcc's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Posts
    8
    Reputation
    10
    Thanks
    0

    Enemies, Civies, Cams (Original Maps Only)

    Another big shout out to Pirate Captain, for the new hints, tips. Once again were getting closer to what we had before, slowly but surely, still only working on original maps, still no working in DLC content, and still no color codes, as of yet, Anyone feel free to drop in hints, or tips anytime, to make this script better or work as close as possible to before, your more then welcome to. Anyhow, here you all go.

    Code:
    -- X-RAY VISION v2.0 (post infamy edition)
    -- MARKS ENEMIES,CIVIES,CAMS
    function mark_enemies()     
            for u_key,u_data in pairs(managers.enemy:all_civilians()) do
    		u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    		u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
    		--unit:contour():add( "mark_enemy" )
    	end
    	local units = World:find_units_quick( "all" )
    	for i,unit in ipairs( units ) do
    		if unit:contour() then	
                            unit:contour():add( "mark_unit" )
    		end
    	end
    end
    
    function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender ) 
    end
    if not _markingToggle then _marktoggle = nil _markingToggle = true
    	else _markingToggle = nil 
    end
    if not _gameUpdate then _gameUpdate = GameSetup.update 
    end
    do
    	local _gameUpdateLastMark
    	function GameSetup:update( t, dt )
    		_gameUpdate(self, t, dt)
    		_gameUpdateLastMark = t 
    		if _markingToggle then
    			mark_enemies()
    		else
    			if not _marktoggle then
    				_marktoggle = true
    				for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    					u_data.unit:contour():remove( "mark_enemy" )
    				end
    			end
    		end
    	end
    end

  6. #6
    lacjmcc's Avatar
    Join Date
    Sep 2012
    Gender
    male
    Posts
    8
    Reputation
    10
    Thanks
    0
    Quote Originally Posted by lacjmcc View Post
    Another big shout out to Pirate Captain, for the new hints, tips. Once again were getting closer to what we had before, slowly but surely, still only working on original maps, still no working in DLC content, and still no color codes, as of yet, Anyone feel free to drop in hints, or tips anytime, to make this script better or work as close as possible to before, your more then welcome to. Anyhow, here you all go.

    Code:
    -- X-RAY VISION v2.0 (post infamy edition)
    -- MARKS ENEMIES,CIVIES,CAMS
    function mark_enemies()     
            for u_key,u_data in pairs(managers.enemy:all_civilians()) do
    		u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    		u_data.unit:contour():add( "mark_enemy" )
    	end
    	for u_key, unit in pairs( managers.groupai:state()._security_cameras ) do
    		--unit:contour():add( "mark_enemy" )
    	end
    	local units = World:find_units_quick( "all" )
    	for i,unit in ipairs( units ) do
    		if unit:contour() then	
                            unit:contour():add( "mark_unit" )
    		end
    	end
    end
    
    function UnitNetworkHandler:mark_enemy( unit, marking_strength, sender ) 
    end
    if not _markingToggle then _marktoggle = nil _markingToggle = true
    	else _markingToggle = nil 
    end
    if not _gameUpdate then _gameUpdate = GameSetup.update 
    end
    do
    	local _gameUpdateLastMark
    	function GameSetup:update( t, dt )
    		_gameUpdate(self, t, dt)
    		_gameUpdateLastMark = t 
    		if _markingToggle then
    			mark_enemies()
    		else
    			if not _marktoggle then
    				_marktoggle = true
    				for u_key,u_data in pairs(managers.enemy:all_enemies()) do
    					u_data.unit:contour():remove( "mark_enemy" )
    				end
    			end
    		end
    	end
    end
    Huh, since new update 1.5.0, seems to be working on DLC now, that's a good thing.

Similar Threads

  1. Code Water Marking
    By Departure in forum Combat Arms Coding Help & Discussion
    Replies: 13
    Last Post: 04-21-2011, 05:24 AM
  2. toggle help
    By panzerbjørn in forum Call of Duty Modern Warfare 2 GSC Modding Help/Discussion
    Replies: 6
    Last Post: 03-05-2011, 06:10 PM
  3. [C++] Toggle
    By Dewerong in forum Combat Arms Coding Help & Discussion
    Replies: 10
    Last Post: 10-08-2010, 12:06 PM
  4. Topics marking themselves as read
    By Ricox in forum Suggestions, Requests & General Help
    Replies: 5
    Last Post: 09-25-2010, 02:00 PM