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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 6 - Modern Warfare 2 (MW2) Hacks › Call of Duty Modern Warfare 2 Server / GSC Modding › Call of Duty Modern Warfare 2 GSC Modding Help/Discussion › Disabled Hitmarkers

Disabled Hitmarkers

Posts 1–5 of 5 · Page 1 of 1
Insane
Insane
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)
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?
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;
}
#1 · edited 16y ago · 16y ago
Josephlittle™
Josephlittle™
lol, Azumikkel already did something like this but good job anyways i guess?
#2 · 16y ago
Insane
Insane
Quote Originally Posted by Josephlittle™ View Post
lol, Azumikkel already did something like this but good job anyways i guess?
Oh he did?
Well give me the link and IF you are right then I request close / delete
#3 · 16y ago
IF
iFireLazers
I posted this some days ago together with Realism Mod (made by AgentGOD). he did it with a clean way: replace the entire updateDamageFeedback function with this:
[php]updateDamageFeedback( typeHit )
{
return;
}[/php]

EDIT: Also funny how the onPlayerConnect does not contain any endon disconnect stuff (original IW codens).
#4 · 16y ago
Insane
Insane
Quote Originally Posted by iFireLazers View Post
I posted this some days ago together with Realism Mod (made by AgentGOD). he did it with a clean way: replace the entire updateDamageFeedback function with this:
[php]updateDamageFeedback( typeHit )
{
return;
}[/php]

EDIT: Also funny how the onPlayerConnect does not contain any endon disconnect stuff (original IW codens).
Well I didn't make this
#5 · 16y ago
Posts 1–5 of 5 · Page 1 of 1

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