Finally promoted this to the mods forum, since I've already put way more effort into this than I ever thought I would. Configurable color, automatic color, frame rate- and resolution-independent animation, dynamic font selection, yadda yadda.
Most objects with Don't Inherit have it for a reason, because otherwise they'd inherit scripts that would mess things up.
The keypads thing was fixable because Irrational implemented two different ways to make keypads unhackable, presumably the awful way that requires a custom script first, then the better way by setting a negative code later.
I asked a while ago in the SCP suggestions thread if there could be some effort to reduce or remove the don't inherit flag on as many objects as possible, specifically because of this.
yes, that one I really dislike, and the only thing you can do afaik is handle it locally, a map dml getting rid of the not inherit checkmark or adding the mod script on the concrete.
guess we could also handle this by simply editing the SCP maps and removing the few not inherit checkmarks permanently.
Welp, it turns out there's one scenario where using metaproperties to add scripts to objects is completely useless-- when the object is set to not inherit scripts. Sigh.
Speaking of which, for these sort of things is it the norm for the killing blow to display the potential damage, or the actual damage?
Like, should dropping a nuke on an earthworm display "-100000000", or "-1"?
The potential damage number is arguably more useful, because it let's you know the true damage you're doing and how much overkill you're applying.
By the end of the game, hybrids will often die in 1 shot. By the damage numbers it might look like the pistol and assault rifle are doing the same damage because they both do an instant kill.
Can optionally combine consecutive damage received within a certain time window into a single popup, which is enabled in the above video.
Not sure if the numbers are big enough. Since they're HUD overlays, the size of the numbers is dependent on the HUD scale. Making them bigger would require a custom font, though it would be a font with only ten characters, so not much work to make.
One issue is that the numbers render behind the health bars, but that's just how custom overlays work, nothing we can do about it.
// Script configuration const COMBINE_THRESHOLD = 250; // 250 works well for damage combining const DMG_ANIM_TIME = 500; const DMG_MAX_NUMS = 8; const DMG_HUD_CON = "zbDmgCon";
// working variables local _numList = []; local xRef = int_ref(); local yRef = int_ref(); local xNum = 0; local yNum = 0; local t = 0; local iter = 0; local numObj = {}; local numPurge = 0;
// -------------------------------------------------------------------------------- class damageNumbers extends SqRootScript { function OnDamage() { local i, ai, hudObj, height, pos, num, lastDamage; local m = message(); local AIHeights = [ ["Assassin", 7.22], ["Human", 7.22], ["Midwife", 7.27], ["Protocol Droid", 6.72], ["Training Droid", 6.72], ["Once-Grunts", 7.42], ["Big Droids", 6.88], ["Rumbler", 8.61], ["SHODAN", 8.07] ];
// only display numbers for damage player caused if (!Link.AnyExist("~CulpableFor", m.culprit, "Player")) { return; }
// ensure overlay manager exists in current map if (ObjID(DMG_HUD_CON)) { hudObj = ObjID(DMG_HUD_CON); } else { hudObj = Object.Create("Marker"); Object.SetName(hudObj, DMG_HUD_CON) Property.Set(hudObj, "Scripts", "Script 0", "zbNumHudControl"); }
// handle damage stacking and multiple damage sources on same projectile lastDamage = 0; if (ShockGame.SimTime() - (GetData("LastDmgTime") || 0) <= COMBINE_THRESHOLD) { for (i = _numList.len() - 1; i >= 0; i--) { if (_numList[i].obj == self) { lastDamage = _numList.remove(i).text.tointeger(); break; } } } SetData("LastDmgTime", ShockGame.SimTime());
// create damage number num = {obj = self, state=0, text=(m.damage + lastDamage).tostring(), pos=vector(), startTime=ShockGame.SimTime(), xOffset=0, yOffset=0, xArc=0}; pos = Object.Position(self); height = 0; // no way to get raw creature height or bounding box, so look up in a table // (this is for human-sized AIs only; smaller AIs just use the object center) foreach (ai in AIHeights) { if (Object.InheritsFrom(self, ai[0])) { height = ((ai[1] * (HasProperty("CretScale") ? GetProperty("CretScale") : 1)) / 2) * 0.5; } } num.pos = vector(pos.x, pos.y, pos.z + height);
// add to render list _numList.push(num); if (_numList.len() > DMG_MAX_NUMS) { _numList.remove(0); } SendMessage(hudObj, "Show"); } }
// -------------------------------------------------------------------------------- // HUD controller class zbNumHudControl extends SqRootScript { function OnShow() { ShockOverlay.AddHandler(dmgOverlay); }
function OnEndScript() { clobberAll(); }
function destructor() { clobberAll(); }
function clobberAll() { ShockOverlay.RemoveHandler(dmgOverlay); _numList = []; } }