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Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 2:27 pm
by StrikerMan780
I decided to recreate one of my SourceMod server plugins into a PK3 Mutator for Zandronum. (With Deathmatch in mind.)
Basically, what it does is show the amount of damage a player is taking as a little pop-up above their head. Much like in Final Fantasy, Borderlands, or the Damage Popup Mutator for UT2004.
I've tried my best to make this as simple scripting-wise, and light on the CPU as possible, and I think I've succeeded. The drawback, is this only works on players, not on monsters. (It would be too taxing to check the health of every actor in a map.) So, this is for Deathmatch only, or for seeing how much damage your buddy just took from that missile in COOP.
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RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 2:43 pm
by one_Two
That's really cool, although it'd never be allowed in ctf it'd make it interesting.
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 2:44 pm
by StrikerMan780
Might be useful for practice at least, because it'd allow one to get the feel for the average damages for each weapon.
I'm probably going to host a server with UDMX to see how people like it. (And to stress-test this thing.)
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 4:22 pm
by Watermelon
I'm going to play with this in a practice CTF server when I get back. Looks cool
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 4:26 pm
by CloudFlash
would be nice if you'd put a small hp bar, too. Then I imagine this would work quite cool in AoW mechs.
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 5:00 pm
by Lord_of_D:
this can help on testing weapons and shit, good job :D
CloudFlash wrote:
would be nice if you'd put a small hp bar, too. Then I imagine this would work quite cool in AoW mechs.
^
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 5:42 pm
by doomwolf555
Can it be used in other mods?
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 5:54 pm
by Combinebobnt
This could be very useful for testing
You might want to add a way to customize the colors though. I'd rather have just red numbers over rainbow tutti fruity ones
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 6:09 pm
by StrikerMan780
doomwolf555 wrote:
Can it be used in other mods?
Only if it doesn't modify the Player Class, nor uses Script Numbers 800/801/802.
Combinebobnt wrote:
This could be very useful for testing
You might want to add a way to customize the colors though. I'd rather have just red numbers over rainbow tutti fruity ones
They are that way for readability's sake when things get chaotic and there's a bunch of numbers close together or overlapping.
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 7:14 pm
by StrikerMan780
Updated. Edited the font to have more contrast, and is doubled in resolution so Filtering in OpenGL doesn't blur it all out beyond readability.
Hosting a server with it at: 64.74.97.177:10670
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 10:09 pm
by Nati46
Looks quite innovative and cool - But what about weapons like the shotgun/supershotgun with multiple pellets or weapons with splash damage in addition to direct damage such as the RL? Does your counter add them up correctly?
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 10:19 pm
by StrikerMan780
Nati46 wrote:
Looks quite innovative and cool - But what about weapons like the shotgun/supershotgun with multiple pellets or weapons with splash damage in addition to direct damage such as the RL? Does your counter add them up correctly?
Yes it does.
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 11:08 pm
by Medicris
I like it. In fact, I kind of wish it were a clientside option standard, like some other games out there.
I'd go and ask for optional Quake-like hitsounds to be a Z& standard too, but that's probably too far out of line
Good job.
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 11:28 pm
by Hypnotoad
Is this script capable of tracking who does the damage (the attacker)?
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sat May 25, 2013 11:40 pm
by Ænima
Do you only see the damage YOU inflict to enemies (TF2-style), or do you see the damage everyone else inflicts as well (MMO style)?
EDIT:
Just tested it and found the latter to be the case.
I also opened the PK3 up and noticed you used DECORATE and custom sprites (with some TEXTURES defs) to achieve the effect. A pretty good idea, although personally I would have used a different method (purely ACS, using HudmessageOnActor). But eh, yours still works pretty well. :P
I think it just might be more suited for duel, since a deathmatch game with a decent amount of players gets kind of hectic with all of the numbers flying around.
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sun May 26, 2013 5:09 am
by Doomkid
This is too damn cool Striker. Seeing an 800 from a direct BFG blast is pretty damn satasfying!
I think having it so you only see the damage you inflict is a great option, as well as switching the number colors between tutti frutti or a solid color. Yellow seems to suit the pixel font because of the HUD. Overall this is really cool stuff and interesting too.
EDIT
Medicris wrote:
I like it. In fact, I kind of wish it were a clientside option standard, like some other games out there.
I'd go and ask for optional Quake-like hitsounds to be a Z& standard too, but that's probably too far out of line
Personally, I think that would be awesome.
RE: Borderlands/RPG-Style Damage Counter (DM-Only)
Posted: Sun May 26, 2013 9:37 am
by StrikerMan780
Hypnotoad wrote:
Is this script capable of tracking who does the damage (the attacker)?
That's impossible due to the limits of ACS, and since the script has to be executed on the victim. This wasn't a problem in SourceMod when I made it there (new Attacker = GetEventInt("attacker");), but here, no go.
Ænima wrote:
I would have used a different method (purely ACS, using HudmessageOnActor).
Also impossible due to the fact that there's no way to determine who the attacker is as it is absolutely necessary for the victim to execute the script in order to process how much health he has.
Also, HudMessageOnActor looks like ass when in motion... very jittery. Also very CPU heavy when called every tic, which I want to avoid.
If only ACS had SetActivatorToLastAttacker, and SpawnVisibleTo...