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capper script

Historical capture recovered from the Wayback Machine · captured 2003-03-20 · 1 of 2 pages survived · 21 posts
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does anyone know of a script that will tell you your cappers health? I've got that engineers hud but all that does is give me color indicators :/
I think this was tried before, and that's the only info you can get. Yeah, it would be useful to have the capper's healthbar, but I think you'll have to settle with the CC's color indicators.
i dont think that data is available. it sure would be nice to see their name with like 65% next to it telling you their health tho.

-- obj3ct

"Paris is a wanker ..." - Juliet



can't do it. For the same reason you can't get a script that will automatically use your repair kit when you reach half health, you can't tell your own, or anyone else's health. The data isn't available to script.

jsut's cheats scripts

okie just asking
i like how it got answered in like 3 minutes though
*no six*
Post edited by Dominix at 2/4/2003 11:21:35 AM
Originally posted by: jsut

can't do it. For the same reason you can't get a script that will automatically use your repair kit when you reach half health, you can't tell your own, or anyone else's health. The data isn't available to script.


This argument has always bugged me a little, but hear me out on this.

1) The exact same thing was said in T1, but Writer had an "energy bar" script that added a 2nd energy bar on the GUI. However, I know this WASN'T merely a duplicate of the existing energy bar, as it wasn't 100% accurate to the "true" energy (the script was designed to inform of laser-recharge status in a discrete way). And as I recall, this was even in a readme.txt. If the "new" energy bar was drawn by other calculations other than the inaccessible server info, then could health not be drawn the same way? Further, could the health levels not then be used to trigger "usepack" if the actual values were estamated/calculated for the "new GUI bar". Finally, could this not be extebnded to T2???

2) If aimbots exist that key on the red triangle above a player's head, could a similar thing not exist for keying in on health status?? I gues, however, that this might enter the realm of "scripts ourside of normal code", and/or hacks, which could in theory do wtf you wanted.

Anyway, is #1 above nonetheless workable?? Or, if EngHUDs exist that draw a colour icon, preumabaly there is a code# for the colour, regardless of the actual HP value. Thus couldn't the "usepack" be triggered by that?

I'm NOT for an autousekit script, but I jsut don't buy 100% of the "that can't exist" arguments...

Needo

Edit: typos
Post edited by Needo at 2/6/2003 3:27:25 PM
Originally posted by: Needo

This argument has always bugged me a little, but hear me out on this.

1) The exact same thing was said in T1, but Writer had an "energy bar" script that added a 2nd energy bar on the GUI. However, I know this WASN'T merely a duplicate of the existing energy bar, as it wasn't 100% accurate to the "true" energy (the script was designed to inform of laser-recharge status in a discrete way). And as I recall, this was even in a readme.txt. If the "new" energy bar was drawn by other calculations other than the inaccessible server info, then could health not be drawn the same way? Further, could the health levels not then be used to trigger "usepack" if the actual values were estamated/calculated for the "new GUI bar". Finally, could this not be extebnded to T2???

2) If aimbots exist that key on the red triangle above a player's head, could a similar thing not exist for keying in on health status?? I gues, however, that this might enter the realm of "scripts ourside of normal code", and/or hacks, which could in theory do wtf you wanted.

Anyway, is #1 above nonetheless workable?? Or, if EngHUDs exist that draw a colour icon, preumabaly there is a code# for the colour, regardless of the actual HP value. Thus couldn't the "usepack" be triggered by that?

I'm NOT for an autousekit script, but I jsut don't buy 100% of the "that can't exist" arguments...

Needo

Edit: typos


1) Bluez has a script for t2 that makes an alternate version of the energy bar. Free huds makes an alternate version of the health bar. The way you do it is just be creating a GUI object of the same type as the normal energy or health bar. It still draws itself using the same code in the exe, and it still hides the values it uses the exact same way.

2) using external programs like that would be an exploit.

It may be possible to use gui elements to get access to things that are otherwise supposed to be inaccessable. But this too would likely be termed an exploit.


jsut's cheats scripts

jsut is right in saying that. The only way I could think of retrieving your health is to take constant ss's and use a neuralnet to work out the pixel differences...but of course that takes too much memory .
You can't get your actual health at any point in time. But, what about this ... you know your full health and you know the amount of damage taken. For instance their is a difference in the classic 'hit' sound depending on damage inflicted.

If you look at the Tricon practice type MODs ... they show the hit damage you inflict with any weapon. If there was a way to keep a running total of damage ... you could easily figure out (code wise) your current health.

That would only really work with the autoUSEhealthKIT idea. I don't think you could get a running damage number for another player (capper).
You wouldn't need to use a neural net, the health bar is always in the same place. Nice try trying to sound smrt.
Originally posted by: m0swald

You wouldn't need to use a neural net, the health bar is always in the same place. Nice try trying to sound smrt.


oh, right i'm so sorry, i forgot that your health (the green part of the health bar) always stays the same, even if you get hit, oh am tho thorry :[
Originally posted by: C R A B

You can't get your actual health at any point in time. But, what about this ... you know your full health and you know the amount of damage taken. For instance their is a difference in the classic 'hit' sound depending on damage inflicted.

If you look at the Tricon practice type MODs ... they show the hit damage you inflict with any weapon. If there was a way to keep a running total of damage ... you could easily figure out (code wise) your current health.

That would only really work with the autoUSEhealthKIT idea. I don't think you could get a running damage number for another player (capper).


Of course the SERVER knows how much damage you've taken. But if this is supposed to be client side that's not relevent, so you can forget about what tricon can or can't do.

Also, there is no hit sound when you take damage, so you can't use that to gauge how much you've taken. There is also no difference at all in the hit sound depending on how much damange you inflict. If you look at the code it does the exact same thing no matter what.


jsut's cheats scripts

That is why you are a great script0r and I am an eediot.
Post edited by C R A B at 2/6/2003 5:06:36 PM
Originally posted by: kesh!

Originally posted by: m0swald

You wouldn't need to use a neural net, the health bar is always in the same place. Nice try trying to sound smrt.


oh, right i'm so sorry, i forgot that your health (the green part of the health bar) always stays the same, even if you get hit, oh am tho thorry :[

I was kidding, BUT if you want to argue, the left side of the health bar is always in the same pixel location on screen. Count the number of pixels to the right. Done. There's no neural net processing needed.
A neural net would be the best way to do it, would be the quickest way atleast....
um. no.

jsut's cheats scripts

Playing at 1024*768 would give you screen shots with 786,432 pixels of data. Obviously, analyzing screen shots of this size at any appreciable rate would bring most computers to there knees.

SO: Is it possible to do a screen capture of only a portion of the screen? Like pixels [925,100] to [980,110], so you get just a small rectangle. Or, taken even further, is it possible to capture just a single pixel?

Seems like doing a binary check, for a particular color, on a single pixel would be a very low overhead process.

Since things like the health bar are allways located in the same place on the screen, sampling one pixel in the middle of the bar could easily tell you wether or not you should use your health kit. That is... if it's possible to sample an individual pixel.
Originally posted by: SoulBag
SO: Is it possible to do a screen capture of only a portion of the screen? Like pixels [925,100] to [980,110], so you get just a small rectangle. Or, taken even further, is it possible to capture just a single pixel?




Ya but like jsut said, that'd be entering the real of cheat/hack...
Originally posted by: jsut

can't do it. For the same reason you can't get a script that will automatically use your repair kit when you reach half health, you can't tell your own, or anyone else's health. The data isn't available to script.


Somone has most probally said this BUT if that was true then how come u can see a cappers life if u go to the command screen and look at his name? it tells u if he is on green, yellow or red. Why can someone put this into a script or Hud
GJ giving HaPpY ideas though guys, keep up the good work.
Oh don't be silly, happy wouldn't do something as crude as look for a single pixel, he'd find the location in memory that represents your health and just use that. It would be faster and simpler.

And no, neural nets are VERY computationally expensive, they wouldn't be the quickest way.

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