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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: [Killcam] Nade Killcam
bossxxl
General Member
Since: Nov 3, 2014
Posts: 2
Last: Jul 20, 2016
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Wednesday, Jul. 20, 2016 02:00 pm
Modify your _killcam.gsc until it looks like this:

Code:
init() { precacheString(&"MP_KILLCAM"); precacheString(&"PLATFORM_PRESS_TO_SKIP"); precacheString(&"PLATFORM_PRESS_TO_RESPAWN"); precacheShader("black"); //izno: added following 2 lines as precache stuff precachemodel("xmodel/weapon_potato"); precachemodel("xmodel/prop_barrel_benzin"); killcam = getCvar("scr_killcam"); if(killcam == "") // Kill cam killcam = "1"; setCvar("scr_killcam", killcam, true); level.killcam = getCvarInt("scr_killcam"); if(level.killcam > 0) setarchive(true); thread maps\mp\gametypes\_nadekillcam::init(); //izno: initialize the nadetracker for(;;) { updateKillcamSettings(); wait 1; } } updateKillcamSettings() { killcam = getCvarInt("scr_killcam"); if(level.killcam != killcam) { level.killcam = getCvarInt("scr_killcam"); if((level.killcam > 0) || (getCvarInt("g_antilag") > 0)) setarchive(true); else setarchive(false); } } killcam(attackerNum, delay, offsetTime, respawn, nade) //izno: modified function definition by adding nade as an input variable { self endon("spawned"); // killcam if(attackerNum < 0) return; self.sessionstate = "spectator"; self.spectatorclient = attackerNum; self.archivetime = delay + 7; self.psoffsettime = offsetTime; // ignore spectate permissions self allowSpectateTeam("allies", true); self allowSpectateTeam("axis", true); self allowSpectateTeam("freelook", true); self allowSpectateTeam("none", true); // wait till the next server frame to allow code a chance to update archivetime if it needs trimming wait 0.05; if(self.archivetime <= delay) { self.sessionstate = "dead"; self.spectatorclient = -1; self.archivetime = 0; self.psoffsettime = 0; return; } self.killcam = true; //izno: added the following 2 lines for nade-killcam purposes if(isdefined(nade)) self thread donadefollow(nade); if(!level.splitscreen && !isdefined(self.kc_topbar)) { self.kc_topbar = newClientHudElem(self); self.kc_topbar.archived = false; self.kc_topbar.x = 0; self.kc_topbar.y = 0; self.kc_topbar.horzAlign = "fullscreen"; self.kc_topbar.vertAlign = "fullscreen"; self.kc_topbar.alpha = 0.5; self.kc_topbar setShader("black", 640, 112); } if(!level.splitscreen && !isdefined(self.kc_bottombar)) { self.kc_bottombar = newClientHudElem(self); self.kc_bottombar.archived = false; self.kc_bottombar.x = 0; self.kc_bottombar.y = 368; self.kc_bottombar.horzAlign = "fullscreen"; self.kc_bottombar.vertAlign = "fullscreen"; self.kc_bottombar.alpha = 0.5; self.kc_bottombar setShader("black", 640, 112); } if(!isdefined(self.kc_title)) { self.kc_title = newClientHudElem(self); self.kc_title.archived = false; self.kc_title.x = 0; self.kc_title.alignX = "center"; self.kc_title.alignY = "middle"; self.kc_title.horzAlign = "center_safearea"; self.kc_title.vertAlign = "top"; self.kc_title.sort = 1; // force to draw after the bars self.kc_title.fontScale = 3.5; if(level.splitscreen) self.kc_title.y = 22; else self.kc_title.y = 30; } self.kc_title setText(&"MP_KILLCAM"); if(!isdefined(self.kc_skiptext)) { self.kc_skiptext = newClientHudElem(self); self.kc_skiptext.archived = false; self.kc_skiptext.x = 0; self.kc_skiptext.alignX = "center"; self.kc_skiptext.alignY = "middle"; self.kc_skiptext.horzAlign = "center_safearea"; self.kc_skiptext.vertAlign = "top"; self.kc_skiptext.sort = 1; // force to draw after the bars self.kc_skiptext.font = "default"; if(level.splitscreen) { self.kc_skiptext.y = 52; self.kc_skiptext.fontscale = 1.6; } else { self.kc_skiptext.y = 70; self.kc_skiptext.fontscale = 2; } } if(isdefined(respawn)) self.kc_skiptext setText(&"PLATFORM_PRESS_TO_RESPAWN"); else self.kc_skiptext setText(&"PLATFORM_PRESS_TO_SKIP"); if(!level.splitscreen) { if(!isdefined(self.kc_timer)) { self.kc_timer = newClientHudElem(self); self.kc_timer.archived = false; self.kc_timer.x = 0; self.kc_timer.y = -32; self.kc_timer.alignX = "center"; self.kc_timer.alignY = "middle"; self.kc_timer.horzAlign = "center_safearea"; self.kc_timer.vertAlign = "bottom"; self.kc_timer.fontScale = 3.5; self.kc_timer.sort = 1; } self.kc_timer setTenthsTimer(self.archivetime - delay); } self thread spawnedKillcamCleanup(); self thread waitSkipKillcamButton(); self thread waitKillcamTime(); self waittill("end_killcam"); //izno: added the following 2 lines to clean up the freezecontrols/disableweapon caused by the nadekillcam self freezecontrols(false); self enableweapon(); self removeKillcamElements(); self.sessionstate = "dead"; self.spectatorclient = -1; self.archivetime = 0; self.psoffsettime = 0; self.killcam = undefined; self thread maps\mp\gametypes\_spectating::setSpectatePermissions(); } //izno: added the following function for nade-killcam purposes donadefollow(nade) { self endon("disconnect"); self endon("end_killcam"); counter = gettime() - self.archivetime * 1000; while(counter < nade.create_time) { counter += 50; wait 0.05; } self freezecontrols(true); self disableweapon(); frames_back = int((gettime() - nade.create_time) / 50); userorgs = []; user_alive = []; for(i = 0; i < nade.prev_org.size; i++) { if(self.prev_org.size - frames_back + i < 0) { userorgs[i] = (0, 0, 0); user_alive[i] = false; } else { userorgs[i] = self.prev_org[self.prev_org.size - frames_back + i]; user_alive[i] = self.was_alive[self.was_alive.size - frames_back + i]; } } self allowSpectateTeam("allies", false); self allowSpectateTeam("axis", false); self allowSpectateTeam("freelook", true); self allowSpectateTeam("none", true); a = spawn("script_model", nade.prev_org[0]); b = spawn("script_model", userorgs[0]); a setmodel("xmodel/weapon_potato"); b setmodel("xmodel/prop_barrel_benzin"); a hide(); b hide(); a showtoplayer(self); if(user_alive[0]) b showtoplayer(self); a thread deleteonevent("disconnect", self); b thread deleteonevent("disconnect", self); a thread deleteonevent("end_killcam", self); b thread deleteonevent("end_killcam", self); for(i = 0; i < nade.prev_org.size; i++) { if(user_alive[i]) b showtoplayer(self); else b hide(); self setplayerangles((90, 0, 0)); //uncomment the next 2 lines to actually follow the grenade instead of looking at it from above - it's very laggy though //self setplayerangles(vectortoangles(userorgs[i] - (nade.prev_org[i]+ (0, 0, 50)))); //self setorigin(nade.prev_org[i] + (0, 0, 50) - maps\mp\_utility::vectorscale(vectornormalize(make2d(userorgs[i] - nade.prev_org[i])), 50)); self setorigin(nade.prev_org[i] + (0, 0, 150)); a.origin = nade.prev_org[i]; b.origin = userorgs[i]; if(i < nade.prev_org.size - 1) { a moveto(nade.prev_org[i + 1], 0.05); b moveto(userorgs[i + 1], 0.05); } wait 0.05; } a notify("done"); b notify("done"); a delete(); b delete(); } //izno: helper function make2d(vec) { return (vec[0], vec[1], 0); } //izno: helper function deleteonevent(ev, us) { if(ev == "disconnect") us endon("end_killcam"); else us endon("disconnect"); self endon("done"); us waittill(ev); if(isdefined(self)) self delete(); } waitKillcamTime() { self endon("disconnect"); self endon("end_killcam"); wait(self.archivetime - 0.05); self notify("end_killcam"); } waitSkipKillcamButton() { self endon("disconnect"); self endon("end_killcam"); while(self useButtonPressed()) wait .05; while(!(self useButtonPressed())) wait .05; self notify("end_killcam"); } removeKillcamElements() { if(isDefined(self.kc_topbar)) self.kc_topbar destroy(); if(isDefined(self.kc_bottombar)) self.kc_bottombar destroy(); if(isDefined(self.kc_title)) self.kc_title destroy(); if(isDefined(self.kc_skiptext)) self.kc_skiptext destroy(); if(isDefined(self.kc_timer)) self.kc_timer destroy(); } spawnedKillcamCleanup() { self endon("end_killcam"); self waittill("spawned"); self removeKillcamElements(); }




Create maps\mp\gametypes\_nadekillcam.gsc with this in it:

Code:
init() { thread waitforconnect(); } findnade(type) { nades = getentarray("grenade", "classname"); for(i = 0; i < nades.size; i++) { if(!isdefined(nades[i].monitoring) && distancesquared(self.origin, nades[i].origin) < 100 * 100) { nades[i].monitoring = true; nades[i] thread domonitor(self, type); } } } waitforconnect() { while(true) { level waittill("connecting", player); player thread waitforspawn(); } } waitforspawn() { self endon("disconnect"); self thread storeorigins(); while(true) { self waittill("spawned_player"); self thread monitorplayer(); } } storeorigins() { self endon("disconnect"); self.prev_org = []; self.was_alive = []; while(true) { if(self.prev_org.size > 200) { for(i = 1; i < self.prev_org.size; i++) self.prev_org[i - 1] = self.prev_org[i]; self.prev_org[self.prev_org.size - 1] = self.origin; } else self.prev_org[self.prev_org.size] = self.origin; if(self.was_alive.size > 200) { for(i = 1; i < self.was_alive.size; i++) self.was_alive[i - 1] = self.was_alive[i]; self.was_alive[self.was_alive.size - 1] = (isdefined(self.sessionstate) && self.sessionstate == "playing"); } else self.was_alive[self.was_alive.size] = (isdefined(self.sessionstate) && self.sessionstate == "playing"); wait 0.05; } } monitorplayer() { self endon("disconnect"); self endon("spawned_player"); old_nadecount = 0; old_smokecount = 0; while(isdefined(self.sessionstate) && self.sessionstate == "playing") { nadecount = self getammocount("frag_grenade_american_mp") + self getammocount("frag_grenade_russian_mp") + self getammocount("frag_grenade_british_mp") + self getammocount("frag_grenade_german_mp"); smokecount = self getammocount("smoke_grenade_american_mp") + self getammocount("smoke_grenade_russian_mp") + self getammocount("smoke_grenade_british_mp") + self getammocount("smoke_grenade_german_mp"); if(!isdefined(self.sessionstate) || self.sessionstate != "playing") return; if(nadecount < old_nadecount) self findnade("frag"); else if(smokecount < old_smokecount) self findnade("smoke"); wait 0.05; old_nadecount = nadecount; old_smokecount = smokecount; } } cleanup_array(arr) { if(!isdefined(arr)) return []; new = []; for(i = 0; i < arr.size; i++) { if(isdefined(arr[i])) new[new.size] = arr[i]; } return new; } domonitor(owner, type) { clone = spawn("script_origin", (0,0,0)); clone.prev_org = []; clone.prev_org[clone.prev_org.size] = self.origin; clone.create_time = gettime(); clone.exploded = undefined; clone.type = type; owner.nades = cleanup_array(owner.nades); owner.nades[owner.nades.size] = clone; t = 0; while(t < 5 && isdefined(self)) { clone.prev_org[clone.prev_org.size] = self.origin; t += 0.05; wait 0.05; } if(isdefined(self)) { //was a smoke grenade... clone.exploded = true; wait 30; if(isdefined(self)) { self delete(); //clean up activision mess that didnt delete smokegrenades and would allow an entity overflow clone delete(); } } else { clone.exploded = true; clone deleteaftertime(20); } } deleteaftertime(t) { wait t; if(isdefined(self)) self delete(); }




and finally, replace this code in your gametype.gsc:

Code:
delay = 2; // Delay the player becoming a spectator till after he's done dying wait delay; // ?? Also required for Callback_PlayerKilled to complete before respawn/killcam can execute if(doKillcam && level.killcam) self maps\mp\gametypes\_killcam::killcam(attackerNum, delay, psOffsetTime, true); self thread respawn();


with this:

Code:
//izno: the next few lines of code (until delay = 2) is added to find if the player was killed by a nade and, if so, which one grenade = undefined; if(isdefined(sWeapon) && (sWeapon == "frag_grenade_german_mp" || sWeapon == "frag_grenade_american_mp" || sWeapon == "frag_grenade_british_mp" || sWeapon == "frag_grenade_russian_mp")) { if(isdefined(attacker) && isdefined(attacker.nades)) { for(i = 0; i < attacker.nades.size; i++) { if(!isdefined(attacker.nades[i])) continue; if(!isdefined(attacker.nades[i].exploded) && attacker.nades[i].type == "frag") { grenade = attacker.nades[i]; break; } } } } delay = 2; // Delay the player becoming a spectator till after he's done dying wait delay; // ?? Also required for Callback_PlayerKilled to complete before respawn/killcam can execute if(doKillcam && level.killcam) self maps\mp\gametypes\_killcam::killcam(attackerNum, delay, psOffsetTime, true, grenade); //izno: added grenade as input for the killcam function self thread respawn();



i need to fix this script till it looks like this anybody can help ?
https://www.youtube.com/watch?v=KIYhE42FN9g


mine looks like this now

https://www.youtube.com/watch?v=jWflFSuyINU

edited on Jul. 20, 2016 07:00 am by bossxxl
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