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Set metropolice biosignals instead of "unknown"

Discussion in 'Discussion' started by Soleedus, Jan 13, 2013.

  1. Hate to start threads over trivial questions, but how can I set a zone for metropolice biosignals, if at all?

    Like, when a CP dies, it displays the location they died in the upper left corner.
     
  2. I've tried testing it with /areaadd, but it does not seem to recognize specific locations for now.
     
  3. I've never gotten areas to work. I have, however, made it so it displays their coordinates after they die to all CPs.
     
  4. How did you do that?
     
  5. diablo1675

    diablo1675 Guest

    It would be amazing if it worked. It would resemble realism.
     
  6. Yes, exactly, not to mention if a unit dies, you could easily send additional backup ones to the location without having to metagame.
     
  7. Code:
    -- Called when a player dies.
    function Schema:PlayerDeath(player, inflictor, attacker, damageInfo)
         for k, v in pairs(_player.GetAll()) do
               if (self:PlayerIsCombine(v)) then
                   Clockwork.player:Notify(v, "Unit "..player:Name().." deserviced at "..player:GetPos()__tostring..".")
    			end;
    		end;
    end;
     
  8. diablo1675

    diablo1675 Guest

    Might use that, thanks!
     
  9. Np. Forgot to mention, for those who don't know, that goes in sv_hooks
     
  10. yeah, tried that (placed in sv_hooks) but it broke a lot of things. scanners stopped working, all metropolice models were set to rct regardless of rank, and running sounds for MPF stopped working

    commented the code out and now my shit is fixed
     
  11. That is because there is already a function for that inside the file and you need to replace that function with this one.
     
  12. diablo1675

    diablo1675 Guest

    Did replace it entirely. Sounds still broke.
     

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