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Found 5 results

  1. Hello, Does anyone know how to add promod finalkillcam 2.20 manually? I wanna add this one shared by @crazy to a clear original promod source but I cant get it work. https://cod4x.me/index.php?/forums/topic/223-final-killcam/&tab=comments#comment-1494 Any idea? Thanks
  2. Hello, Recently I got an idea to make a POTG (Player of the game) cam mod (instead of final killcam) with some intro as like Paladins, Overwatch does. But before starting that project, I have some doubts around how the killcam works in COD 4 engine. 1. Is there some kinda cache to store the entire match/some time period? Before the 2nd and 3rd questions let me give you an overview. In past days, I have intentionally recorded the very first kill of a 15 minutes (There was about 20 players in that match) match and played it as final killcam at the end of the match. But it seems the killcam is buged and didn't do anything. 2. Does the server keeps the last few minutes of the match and deletes older records? 3. Is there anything I can do to display the first kill at the end of the match? (Increase cache size or something) Thank you.
  3. Hello, I use 3XP Scripts on my server and I've been trying to change the killcam style "took the idea from leiizko" I could remove the ugly redbars from the default killcam hidding the menus but I can't get this to work with the finalkillcam, tried the same things hidding and showing the menus with clientdvar but them just stay hidden after the finalkillcam. Any idea why it is not showing them? Thanks #include maps\mp\gametypes\_hud_util; #include duffman\_common; storeKillCam(attacker, eInflictor, victim, sWeapon, sMeansofDeath) { if( isDefined(attacker) && isDefined(victim) && (isPlayer(attacker) || isDefined(attacker.owner) && isPlayer(attacker.owner)) && isPlayer(victim) && attacker != victim && !victim.inTrainingArea) { team = attacker.team; level.finalcam[team] = true; killcamstart = getTime() / 1000; killer = attacker getEntityNumber(); inflictor = eInflictor getEntityNumber(); if(eInflictor == attacker) inflictor = -1; laser = (isDefined(sWeapon) && isDefined(attacker.pers) && isDefined(attacker.pers["laser"]) && attacker.pers["laser"] && isSubStr(sWeapon,"reflex")); level notify( "newercam" + team ); level endon( "newercam" + team ); attacker endon("disconnect"); victim endon("disconnect"); level waittill("startkillcam"+attacker.team); level.camPlaying = true; players = getentarray("player", "classname"); for(i=0;i<players.size;i++) { players[i].sessionstate = "dead"; players[i] notify( "reset_outcome" ); players[i] setClientDvar("cg_laserforceon",laser); players[i] thread killcam( killer, inflictor, sWeapon, sMeansofDeath, getTime() / 1000 - killcamstart - 1.5, 0, 0, undefined, 0, attacker, victim); } thread finalkill(attacker); wait 2; setDvar("timescale", 0.6); wait 2.8; setDvar("timescale", 1); } } PlayFinalKillcam(winner) { if(isDefined(winner) && IsString(winner) && (winner == "axis" || winner == "allies" )) { players = getEntArray( "player", "classname" ); for( i = 0; i < players.size; i++ ) { players[i] notify("reset_outcome"); } if(!isDefined(level.finalcam) || !isDefined(level.finalcam[winner])) return; level thread Bugfix(winner); wait .05; if(isDefined(level.camPlaying)) level waittill("finalkillcam_done"); } setDvar("timescale", 1); } Bugfix(winner) { level notify("startkillcam"+winner); wait 8; level notify("finalkillcam_done"); } finalkill(attacker) { if(isDefined(attacker)) { level.killcamAttacker = NewHudElem(); level.killcamAttacker.elemType = "font"; level.killcamAttacker.font = "default"; level.killcamAttacker.fontscale = 2.25; level.killcamAttacker.x = 0; level.killcamAttacker.y = -165; level.killcamAttacker.alignX = "center"; level.killcamAttacker.alignY = "middle"; level.killcamAttacker.horzAlign = "center"; level.killcamAttacker.vertAlign = "middle"; level.killcamAttacker.label = &"Round Winning Kill: &&1"; level.killcamAttacker setText(attacker.name); level.killcamAttacker.foreground = true; level.killcamAttacker.archived = false; level.killcamAttacker.alpha = 1; } } killcam( attackerNum, // entity number of the attacker killcamentity, // entity number of the attacker's killer entity aka helicopter or airstrike sWeapon, // killing weapon sMeansofDeath, // type of death predelay, // time between player death and beginning of killcam offsetTime, // something to do with how far back in time the killer was seeing the world when he made the kill; latency related, sorta respawn, // will the player be allowed to respawn after the killcam? maxtime, // time remaining until map ends; the killcam will never last longer than this. undefined = no limit perks, // the perks the attacker had at the time of the kill attacker, // entity object of attacker victim // entity object of victim ) { // monitors killcam and hides HUD elements during killcam session //if ( !level.splitscreen ) // self thread killcam_HUD_off(); self endon("disconnect"); level endon("game_ended"); if(attackerNum < 0) { level notify("finalkillcam_done"); setDvar("timescale", 1); return; } self SetClientDvar( "ui_ShowMenuOnly", "class" ); visionSetNaked( level.script ); waittillframeend; // length from killcam start to killcam end if (getdvar("scr_killcam_time") == "") { if (sWeapon == "artillery_mp") camtime = 1.3; else if ( !respawn ) // if we're not going to respawn, we can take more time to watch what happened camtime = 5.0; else if (sWeapon == "frag_grenade_mp") camtime = 4.5; // show long enough to see grenade thrown else camtime = 2.5; } else camtime = getdvarfloat("scr_killcam_time"); if (isdefined(maxtime)) { if (camtime > maxtime) camtime = maxtime; if (camtime < .05) camtime = .05; } // time after player death that killcam continues for if (getdvar("scr_killcam_posttime") == "") postdelay = 2; else { postdelay = getdvarfloat("scr_killcam_posttime"); if (postdelay < 0.05) postdelay = 0.05; } if(sWeapon == "frag_grenade_mp" || sWeapon == "frag_grenade_short_mp" || sWeapon == "claymore_mp" || sWeapon == "c4_mp" ) self setClientDvar("cg_airstrikeKillCamDist",25); else self setClientDvar("cg_airstrikeKillCamDist",200); /* timeline: | camtime | postdelay | | | predelay | ^ killcam start ^ player death ^ killcam end ^ player starts watching killcam */ killcamlength = camtime + postdelay; // don't let the killcam last past the end of the round. if (isdefined(maxtime) && killcamlength > maxtime) { // first trim postdelay down to a minimum of 1 second. // if that doesn't make it short enough, trim camtime down to a minimum of 1 second. // if that's still not short enough, cancel the killcam. if (maxtime < 2) { level notify("finalkillcam_done"); setDvar("timescale", 1); return; } if (maxtime - camtime >= 1) { // reduce postdelay so killcam ends at end of match postdelay = maxtime - camtime; } else { // distribute remaining time over postdelay and camtime postdelay = 1; camtime = maxtime - 1; } // recalc killcamlength killcamlength = camtime + postdelay; } killcamoffset = camtime + predelay; self notify ( "begin_killcam", getTime() ); self.sessionstate = "spectator"; self.spectatorclient = attackerNum; self.killcamentity = killcamentity; self.archivetime = killcamoffset; self.killcamlength = killcamlength; 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 <= predelay ) // if we're not looking back in time far enough to even see the death, cancel { self.sessionstate = "dead"; self.spectatorclient = -1; self.killcamentity = -1; self.archivetime = 0; self.psoffsettime = 0; self SetClientDvar( "ui_ShowMenuOnly", "" ); level notify("finalkillcam_done"); setDvar("timescale", 1); return; } self.killcam = true; self thread spawnedKillcamCleanup(); self thread endedKillcamCleanup(); self thread waitKillcamTime(); self waittill("end_killcam"); level notify("finalkillcam_done"); if(isDefined(level.killcamAttacker)) level.killcamAttacker Destroy(); self endKillcam(); self.sessionstate = "dead"; self.spectatorclient = -1; self.killcamentity = -1; self.archivetime = 0; self.psoffsettime = 0; //self [[level.spawnIntermission]](); } waitKillcamTime() { self endon("disconnect"); self endon("end_killcam"); wait(self.killcamlength - 0.1); level notify("finalkillcam_done"); wait .05; self notify("end_killcam"); } endKillcam() { self.killcam = undefined; self SetClientDvar( "ui_ShowMenuOnly", "" ); self thread maps\mp\gametypes\_spectating::setSpectatePermissions(); } spawnedKillcamCleanup() { self endon("end_killcam"); self endon("disconnect"); self waittill("spawned"); self endKillcam(); } spectatorKillcamCleanup( attacker ) { self endon("end_killcam"); self endon("disconnect"); attacker endon ( "disconnect" ); attacker waittill ( "begin_killcam", attackerKcStartTime ); waitTime = max( 0, (attackerKcStartTime - self.deathTime) - 50 ); wait (waitTime); self endKillcam(); } endedKillcamCleanup() { self endon("end_killcam"); self endon("disconnect"); level waittill("game_ended"); self endKillcam(); }
  4. Hello I hope you are well, I wanted to see if someone can help me, I can not see the enemy perks in the killcam, in the normal game you can see the perks of the enemy for a moment in the killcam, at the moment I am using a server with New Experience modifying some values, but I have not been able to obtain results, I would appreciate if someone could help me.- I am sorry for my bad english.-
  5. Okay, so the problem is I have the .gsc, and I have a rented server. Now, I put the .gsc into the maps\mp\gametypes folder, but it didn't showed up on the server. I also tried to thread it in globallogic.gsc, but then my server doesn't start. What should I do?