[FilterScript] New Bullet Hole with Command & Timer for remove
#1

Hi all, I just finished this FilterScript with the intention of sharing it with you, it is simple but effective, is activated and deactivated by command also made him a timer 9 seconds for all holes from bullets are deleted, the which can be configured to your liking ^^


• -> Any change in the code is allowed as long as the respective credits, thanks be maintained.


The script I did in Spanish, because it is my native language, if they do not understand something, ask and I will clarify your doubts, (sorry for my Middle English :P)


• -> Here some pictures (sorry for the resolution, my pc is a poop):


















PD: If you find a bug, please let me know ASAP, Thanks!

http://pastebin.com/xZpArtJ6
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#2

Cool
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#3

Designed incorrectly this will delete all the bullet holes every 9 seconds and not each bullet hole after 9 seconds it also uses CreateObject() filling up too many slots for a simple effect. Use dynamic objects then you don\'t have to worry about global limits only global limits on a local scale would apply.
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#4

Quote:
Originally Posted by Pottus
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Designed incorrectly this will delete all the bullet holes every 9 seconds and not each bullet hole after 9 seconds it also uses CreateObject() filling up too many slots for a simple effect. Use dynamic objects then you don\'t have to worry about global limits only global limits on a local scale would apply.
Pottus, Not bad elaborate, in fact, that was how did the system, delete all the bullets after 9 seconds automatically by timer, but not every bullet individually may then publish another version where bullet is cleared by bullet (1x1) and not all who then shot 9 seconds, and use the CreateObject because using CreateDynamicObject causes more lag.
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#5

Quote:
Originally Posted by Pottus
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Designed incorrectly this will delete all the bullet holes every 9 seconds and not each bullet hole after 9 seconds it also uses CreateObject() filling up too many slots for a simple effect. Use dynamic objects then you don\'t have to worry about global limits only global limits on a local scale would apply.
That\'s gonna mean 1 timer per bullet, which is in fact 9 timers running on the server.


50 players x 9 bullets (timers) = 450 timers. That\'s a lot I think, I don\'t know what you think about that. Unless there\'s some workaround for that. Maybe count the objects created and when there\'s gonna be a 10th one, delete the first bullet hole object? So bullet holes gonna stay in there. Tough to say really, I would have to have more time to think about this for a better solution.
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#6

450 timers is nothing really you could also run a timer and record the time each mark was created and check if the time expired but this would actually require more resources.
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#7

Good idea!!
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#8

The issue that annoys me most is that you abused the tabsize pragma. When will people learn this is just very bad code design?
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#9

but that does not affect anything in the code, only bleeding but nothing major ... put it well laziness to accommodate spaces.
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#10

Quote:
Originally Posted by Jorge98
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but that does not affect anything in the code, only bleeding but nothing major ... put it well laziness to accommodate spaces.
Best excuse I have ever heard!
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#11

Well, that does not bother me, i will arrange the indentation in the code.
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#12

Ready, i have already corrected the indentation in pastebin
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#13

Simple cool one, goodone keep it up.
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#14

thx Revolver
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#15

make one 1 second timer that loops through the created bullets marks every second interval each mark by 1, if the interval equals 9 remove that bullet mark.


Piece of cake
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#16

thanks! I\'ll take it into account for updating this system
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#17

como se activa
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#18

Quote:
Originally Posted by lokkura
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como se activa
By not bumping 3 years old topics.
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