Вопрос Перепишите на в4

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JavaScript:
/*
Quake Flying damage numbers...
Author https://onetap.su/members/tilestra.54952/
*/

//Vars
var iVictim_index, First_pos, Second_pos, Third_pos, Fourth_pos, Fifth_pos, First, Second, Third, Fourth, Five, iDamageCount = iOffsetCount = YOffsetFirst = YOffsetSecond = YOffsetThird = YOffsetFourth = YOffsetFive = loadFont = HitAttack = 0; 

//Store coordinates array
const first_screen_pos = [], second_screen_pos = [], third_screen_pos = [], fourth_screen_pos = [], fifth_screen_pos = [];

//Damage event
function EVENT_PLAYER_HURT()
{
    //Get attacker
    iAttacker = Event.GetInt("attacker"); iAttacker_index = Entity.GetEntityFromUserID(iAttacker);
  
    //Get victim
    iVictim = Event.GetInt("userid"); iVictim_index = Entity.GetEntityFromUserID(iVictim); 
  
    if(Entity.GetLocalPlayer() == iVictim_index && Entity.GetLocalPlayer() !== iAttacker_index)    return;
  
    //BEGIN ANIM
    if(Entity.GetLocalPlayer() == iAttacker_index)
    {
        //First hit
        HitAttack = 1;
      
        //Reset every 5 hit
        if(iDamageCount == 5) iDamageCount = 0; if(iOffsetCount == 5) iOffsetCount = 0;
      
        //Collect them and set only 5 hits
        iDamageCount+=1;
      
        //This is offset for Y for each
        iOffsetCount+=1;       
      
        //This shit reads every hit with a new var...
        if(iDamageCount == 1)    {    First = Event.GetInt("dmg_health");    First_pos = Entity.GetRenderOrigin(iVictim_index);    } 
        if(iDamageCount == 2)    {    Second = Event.GetInt("dmg_health");    Second_pos = Entity.GetRenderOrigin(iVictim_index);    }             
        if(iDamageCount == 3)    {    Third = Event.GetInt("dmg_health");    Third_pos = Entity.GetRenderOrigin(iVictim_index);    }     
        if(iDamageCount == 4)    {    Fourth = Event.GetInt("dmg_health");    Fourth_pos = Entity.GetRenderOrigin(iVictim_index);    }     
        if(iDamageCount == 5)    {    Five = Event.GetInt("dmg_health");    Fifth_pos = Entity.GetRenderOrigin(iVictim_index);    }

        //Setup offsets
        if(iOffsetCount == 1)    YOffsetFirst = 255; if(iOffsetCount == 2)    YOffsetSecond = 255; if(iOffsetCount == 3)    YOffsetThird = 255; if(iOffsetCount == 4)    YOffsetFourth = 255; if(iOffsetCount == 5)    YOffsetFive = 200;             
    }     
}

function HUD_REDRAW()
{
    //Once and lock font load
    if(loadFont == 0)
    {
        //this font u can get here https://onetap.su/threads/beta-in-development-onetap-hud-engine-0-1-dev-18945-18952-dec-27-2019.13647/
        fontSM2 = Render.AddFont("MuseoSansCyrl-500", 10, 300)
        loadFont = 1;
    }
  
    /*Render.StringCustomCustom(Global.GetScreenSize()[0]/2, Global.GetScreenSize()[1]/2, 1, "" + iDamageCount, [ 255, 255, 255, 255 ], fontSM2);
    Render.StringCustomCustom(Global.GetScreenSize()[0]/2, Global.GetScreenSize()[1]/2+50, 1, "" + iOffsetCount, [ 255, 255, 255, 255 ], fontSM2);*/

    //Stop flooding
    if(!HitAttack || !getCustomValue('Quake Damage Numbers'))    return;

    //Doing cycle through all players will affect on FPS heavily... so
    if(Entity.IsValid(iVictim_index))
    {
        
  
        //Setup x,y,z
        if(iDamageCount < 6)   
        {
            first_screen_pos = Render.WorldToScreen(First_pos);
            second_screen_pos = Render.WorldToScreen(Second_pos);
            third_screen_pos = Render.WorldToScreen(Third_pos);
            fourth_screen_pos = Render.WorldToScreen(Fourth_pos);
            fifth_screen_pos = Render.WorldToScreen(Fifth_pos);
        }
        
        color = UI.GetColor("MISC", "JAVASCRIPT", "Script items", "DMG Color");
        //Five pieces of damage, the hell
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(first_screen_pos[0]-15 + 1, first_screen_pos[1]-50+YOffsetFirst-255 + 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            Render.StringCustom(first_screen_pos[0]-15 - 1, first_screen_pos[1]-50+YOffsetFirst-255 - 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            Render.StringCustom(first_screen_pos[0]-15 - 1, first_screen_pos[1]-50+YOffsetFirst-255 + 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            Render.StringCustom(first_screen_pos[0]-15 + 1, first_screen_pos[1]-50+YOffsetFirst-255 - 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            }
            Render.StringCustom(first_screen_pos[0]-15, first_screen_pos[1]-50+YOffsetFirst-255, 1, "- " + First, alp( color, YOffsetFirst ), fontSM2);
        
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(second_screen_pos[0]+15 - 1, second_screen_pos [1]-50+YOffsetSecond-255 - 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            Render.StringCustom(second_screen_pos[0]+15 + 1, second_screen_pos [1]-50+YOffsetSecond-255 + 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            Render.StringCustom(second_screen_pos[0]+15 + 1, second_screen_pos [1]-50+YOffsetSecond-255 - 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            Render.StringCustom(second_screen_pos[0]+15 - 1, second_screen_pos [1]-50+YOffsetSecond-255 + 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            }
            Render.StringCustom(second_screen_pos[0]+15, second_screen_pos [1]-50+YOffsetSecond-255, 1, "- "+ Second, alp( color, YOffsetSecond ), fontSM2);
        
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(third_screen_pos[0]-25 - 1, third_screen_pos[1]-50+YOffsetThird-255 - 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            Render.StringCustom(third_screen_pos[0]-25 + 1, third_screen_pos[1]-50+YOffsetThird-255 + 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            Render.StringCustom(third_screen_pos[0]-25 + 1, third_screen_pos[1]-50+YOffsetThird-255 - 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            Render.StringCustom(third_screen_pos[0]-25 - 1, third_screen_pos[1]-50+YOffsetThird-255 + 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            }
            Render.StringCustom(third_screen_pos[0]-25, third_screen_pos[1]-50+YOffsetThird-255, 1, "- " + Third, alp( color, YOffsetThird ), fontSM2);
        
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(fourth_screen_pos[0]+25 - 1, fourth_screen_pos[1]-50+YOffsetFourth-255 - 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            Render.StringCustom(fourth_screen_pos[0]+25 + 1, fourth_screen_pos[1]-50+YOffsetFourth-255 + 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            Render.StringCustom(fourth_screen_pos[0]+25 + 1, fourth_screen_pos[1]-50+YOffsetFourth-255 - 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            Render.StringCustom(fourth_screen_pos[0]+25 - 1, fourth_screen_pos[1]-50+YOffsetFourth-255 + 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            }
            Render.StringCustom(fourth_screen_pos[0]+25, fourth_screen_pos[1]-50+YOffsetFourth-255, 1, "- " + Fourth, alp(color, YOffsetFourth ), fontSM2);
        
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(fifth_screen_pos[0]-10 - 1, fifth_screen_pos[1]-50+YOffsetFive-255 - 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            Render.StringCustom(fifth_screen_pos[0]-10 + 1, fifth_screen_pos[1]-50+YOffsetFive-255 + 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            Render.StringCustom(fifth_screen_pos[0]-10 + 1, fifth_screen_pos[1]-50+YOffsetFive-255 - 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            Render.StringCustom(fifth_screen_pos[0]-10 - 1, fifth_screen_pos[1]-50+YOffsetFive-255 + 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            }
            Render.StringCustom(fifth_screen_pos[0]-10, fifth_screen_pos[1]-50+YOffsetFive-255, 1, "- " + Five, alp( color, YOffsetFive ), fontSM2);
        
    }     
} 

function getCustomValue(name)
{
    var value = UI.GetValue("MISC", "JAVASCRIPT", "Script items", name);
    return value;
}

function pushY()
{
    //Push Y
        if(YOffsetFirst > 1)    YOffsetFirst--; if(YOffsetSecond > 1)    YOffsetSecond--; if(YOffsetThird > 1)    YOffsetThird--; if(YOffsetFourth > 1)    YOffsetFourth--; if(YOffsetFive > 1)    YOffsetFive--;
}

function alp(c, a) {
  return [c[0], c[1], c[2], a]
}

function Main44()
{
    Global.RegisterCallback("Draw", "HUD_REDRAW");
    Global.RegisterCallback("player_hurt", "EVENT_PLAYER_HURT");
    Global.RegisterCallback("CreateMove", "pushY");
    UI.AddCheckbox('Quake Damage Numbers');
    UI.AddColorPicker("DMG Color");
    UI.AddCheckbox('Fade text');
    UI.AddCheckbox("Premade Settings");
}

Main44();
это дамаг маркер как в ските с в3 в в4
 
Начинающий
Статус
Оффлайн
Регистрация
1 Фев 2022
Сообщения
5
Реакции[?]
0
Поинты[?]
0
JavaScript:
/*
Quake Flying damage numbers...
Author https://onetap.su/members/tilestra.54952/
*/

//Vars
var iVictim_index, First_pos, Second_pos, Third_pos, Fourth_pos, Fifth_pos, First, Second, Third, Fourth, Five, iDamageCount = iOffsetCount = YOffsetFirst = YOffsetSecond = YOffsetThird = YOffsetFourth = YOffsetFive = loadFont = HitAttack = 0;

//Store coordinates array
const first_screen_pos = [], second_screen_pos = [], third_screen_pos = [], fourth_screen_pos = [], fifth_screen_pos = [];

//Damage event
function EVENT_PLAYER_HURT()
{
    //Get attacker
    iAttacker = Event.GetInt("attacker"); iAttacker_index = Entity.GetEntityFromUserID(iAttacker);
 
    //Get victim
    iVictim = Event.GetInt("userid"); iVictim_index = Entity.GetEntityFromUserID(iVictim);
 
    if(Entity.GetLocalPlayer() == iVictim_index && Entity.GetLocalPlayer() !== iAttacker_index)    return;
 
    //BEGIN ANIM
    if(Entity.GetLocalPlayer() == iAttacker_index)
    {
        //First hit
        HitAttack = 1;
     
        //Reset every 5 hit
        if(iDamageCount == 5) iDamageCount = 0; if(iOffsetCount == 5) iOffsetCount = 0;
     
        //Collect them and set only 5 hits
        iDamageCount+=1;
     
        //This is offset for Y for each
        iOffsetCount+=1;      
     
        //This shit reads every hit with a new var...
        if(iDamageCount == 1)    {    First = Event.GetInt("dmg_health");    First_pos = Entity.GetRenderOrigin(iVictim_index);    }
        if(iDamageCount == 2)    {    Second = Event.GetInt("dmg_health");    Second_pos = Entity.GetRenderOrigin(iVictim_index);    }            
        if(iDamageCount == 3)    {    Third = Event.GetInt("dmg_health");    Third_pos = Entity.GetRenderOrigin(iVictim_index);    }    
        if(iDamageCount == 4)    {    Fourth = Event.GetInt("dmg_health");    Fourth_pos = Entity.GetRenderOrigin(iVictim_index);    }    
        if(iDamageCount == 5)    {    Five = Event.GetInt("dmg_health");    Fifth_pos = Entity.GetRenderOrigin(iVictim_index);    }

        //Setup offsets
        if(iOffsetCount == 1)    YOffsetFirst = 255; if(iOffsetCount == 2)    YOffsetSecond = 255; if(iOffsetCount == 3)    YOffsetThird = 255; if(iOffsetCount == 4)    YOffsetFourth = 255; if(iOffsetCount == 5)    YOffsetFive = 200;            
    }    
}

function HUD_REDRAW()
{
    //Once and lock font load
    if(loadFont == 0)
    {
        //this font u can get here https://onetap.su/threads/beta-in-development-onetap-hud-engine-0-1-dev-18945-18952-dec-27-2019.13647/
        fontSM2 = Render.AddFont("MuseoSansCyrl-500", 10, 300)
        loadFont = 1;
    }
 
    /*Render.StringCustomCustom(Global.GetScreenSize()[0]/2, Global.GetScreenSize()[1]/2, 1, "" + iDamageCount, [ 255, 255, 255, 255 ], fontSM2);
    Render.StringCustomCustom(Global.GetScreenSize()[0]/2, Global.GetScreenSize()[1]/2+50, 1, "" + iOffsetCount, [ 255, 255, 255, 255 ], fontSM2);*/

    //Stop flooding
    if(!HitAttack || !getCustomValue('Quake Damage Numbers'))    return;

    //Doing cycle through all players will affect on FPS heavily... so
    if(Entity.IsValid(iVictim_index))
    {
       
 
        //Setup x,y,z
        if(iDamageCount < 6)  
        {
            first_screen_pos = Render.WorldToScreen(First_pos);
            second_screen_pos = Render.WorldToScreen(Second_pos);
            third_screen_pos = Render.WorldToScreen(Third_pos);
            fourth_screen_pos = Render.WorldToScreen(Fourth_pos);
            fifth_screen_pos = Render.WorldToScreen(Fifth_pos);
        }
       
        color = UI.GetColor("MISC", "JAVASCRIPT", "Script items", "DMG Color");
        //Five pieces of damage, the hell
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(first_screen_pos[0]-15 + 1, first_screen_pos[1]-50+YOffsetFirst-255 + 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            Render.StringCustom(first_screen_pos[0]-15 - 1, first_screen_pos[1]-50+YOffsetFirst-255 - 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            Render.StringCustom(first_screen_pos[0]-15 - 1, first_screen_pos[1]-50+YOffsetFirst-255 + 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            Render.StringCustom(first_screen_pos[0]-15 + 1, first_screen_pos[1]-50+YOffsetFirst-255 - 1, 1, "- " + First, [ 0, 0,0, YOffsetFirst ], fontSM2);
            }
            Render.StringCustom(first_screen_pos[0]-15, first_screen_pos[1]-50+YOffsetFirst-255, 1, "- " + First, alp( color, YOffsetFirst ), fontSM2);
       
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(second_screen_pos[0]+15 - 1, second_screen_pos [1]-50+YOffsetSecond-255 - 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            Render.StringCustom(second_screen_pos[0]+15 + 1, second_screen_pos [1]-50+YOffsetSecond-255 + 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            Render.StringCustom(second_screen_pos[0]+15 + 1, second_screen_pos [1]-50+YOffsetSecond-255 - 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            Render.StringCustom(second_screen_pos[0]+15 - 1, second_screen_pos [1]-50+YOffsetSecond-255 + 1, 1, "- " + Second, [ 0, 0, 0, YOffsetSecond ], fontSM2);
            }
            Render.StringCustom(second_screen_pos[0]+15, second_screen_pos [1]-50+YOffsetSecond-255, 1, "- "+ Second, alp( color, YOffsetSecond ), fontSM2);
       
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(third_screen_pos[0]-25 - 1, third_screen_pos[1]-50+YOffsetThird-255 - 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            Render.StringCustom(third_screen_pos[0]-25 + 1, third_screen_pos[1]-50+YOffsetThird-255 + 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            Render.StringCustom(third_screen_pos[0]-25 + 1, third_screen_pos[1]-50+YOffsetThird-255 - 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            Render.StringCustom(third_screen_pos[0]-25 - 1, third_screen_pos[1]-50+YOffsetThird-255 + 1, 1, "- " + Third, [ 0,0,0, YOffsetThird ], fontSM2);
            }
            Render.StringCustom(third_screen_pos[0]-25, third_screen_pos[1]-50+YOffsetThird-255, 1, "- " + Third, alp( color, YOffsetThird ), fontSM2);
       
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(fourth_screen_pos[0]+25 - 1, fourth_screen_pos[1]-50+YOffsetFourth-255 - 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            Render.StringCustom(fourth_screen_pos[0]+25 + 1, fourth_screen_pos[1]-50+YOffsetFourth-255 + 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            Render.StringCustom(fourth_screen_pos[0]+25 + 1, fourth_screen_pos[1]-50+YOffsetFourth-255 - 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            Render.StringCustom(fourth_screen_pos[0]+25 - 1, fourth_screen_pos[1]-50+YOffsetFourth-255 + 1, 1, "- " + Fourth, [ 0, 0, 0, YOffsetFourth ], fontSM2);
            }
            Render.StringCustom(fourth_screen_pos[0]+25, fourth_screen_pos[1]-50+YOffsetFourth-255, 1, "- " + Fourth, alp(color, YOffsetFourth ), fontSM2);
       
            if(UI.GetValue("Script items", "Fade text")){
            Render.StringCustom(fifth_screen_pos[0]-10 - 1, fifth_screen_pos[1]-50+YOffsetFive-255 - 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            Render.StringCustom(fifth_screen_pos[0]-10 + 1, fifth_screen_pos[1]-50+YOffsetFive-255 + 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            Render.StringCustom(fifth_screen_pos[0]-10 + 1, fifth_screen_pos[1]-50+YOffsetFive-255 - 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            Render.StringCustom(fifth_screen_pos[0]-10 - 1, fifth_screen_pos[1]-50+YOffsetFive-255 + 1, 1, "- " + Five, [ 0, 0, 0, YOffsetFive ], fontSM2);
            }
            Render.StringCustom(fifth_screen_pos[0]-10, fifth_screen_pos[1]-50+YOffsetFive-255, 1, "- " + Five, alp( color, YOffsetFive ), fontSM2);
       
    }    
}

function getCustomValue(name)
{
    var value = UI.GetValue("MISC", "JAVASCRIPT", "Script items", name);
    return value;
}

function pushY()
{
    //Push Y
        if(YOffsetFirst > 1)    YOffsetFirst--; if(YOffsetSecond > 1)    YOffsetSecond--; if(YOffsetThird > 1)    YOffsetThird--; if(YOffsetFourth > 1)    YOffsetFourth--; if(YOffsetFive > 1)    YOffsetFive--;
}

function alp(c, a) {
  return [c[0], c[1], c[2], a]
}

function Main44()
{
    Global.RegisterCallback("Draw", "HUD_REDRAW");
    Global.RegisterCallback("player_hurt", "EVENT_PLAYER_HURT");
    Global.RegisterCallback("CreateMove", "pushY");
    UI.AddCheckbox('Quake Damage Numbers');
    UI.AddColorPicker("DMG Color");
    UI.AddCheckbox('Fade text');
    UI.AddCheckbox("Premade Settings");
}

Main44();
это дамаг маркер как в ските с в3 в в4
Надо писать по новой ибо это щит корд, слишком много лишнего
 
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