Lately if found a Deathscreen to modify it to my own like.
But sadly that Deathscreen was outdated.
Does someone have a script left of a deathscreen?
1. I want to put RoundedBoxes in it.
2. When you're dead the camera keeps focusing on the player that killed you.
3. It's has a respawn timer.
Thank you! :lick:
You could always update the one you found.
[QUOTE=txike;52634119]You could always update the one you found.[/QUOTE]
Timer doesn't work anymore,
Can't apply Roundedboxes,
[code] if CLIENT then
local drawDeathEffects = false
local deathsystem_autorespawn = false
--Create font
surface.CreateFont("DeathFont", {
font = "Arial", -- Use the font-name which is shown to you by your operating system Font Viewer, not the file name
size = 100,
weight = 500,
blursize = 0,
scanlines = 0,
antialias = true,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = false,
additive = false,
outline = false,
} )
--Draw Color modify settings
local tab = {
["$pp_colour_addr"] = 0,
["$pp_colour_addg"] = 0,
["$pp_colour_addb"] = 0,
["$pp_colour_brightness"] = -0.04,
["$pp_colour_contrast"] = 0.5,
["$pp_colour_colour"] = 0,
["$pp_colour_mulr"] = 0,
["$pp_colour_mulg"] = 0,
["$pp_colour_mulb"] = 0
}
--Hide the Hud Damage effect when dead(the red screen)
local function hideOtherDeathEffects(name)
if (name == "CHudDamageIndicator" and (not LocalPlayer():Alive())) then
return false
end
end
hook.Add("HUDShouldDraw", "hideOtherDeathEffects", hideOtherDeathEffects)
--Change if you want to draw death effects
net.Receive("enableDrawBlurEffect", function ()
drawDeathEffects = net.ReadType()
deathsystem_autorespawn = net.ReadType()
end)
net.Receive("disableDrawBlurEffect", function ()
drawDeathEffects = net.ReadType()
end)
--Render the death effects
local function renderBlurEffect()
if drawDeathEffects == true then
DrawColorModify(tab)
DrawMotionBlur(0.4, 0.8, 0.01)
else
--DrawMotionBlur(0.4, 0.8, 0.01)
end
end
hook.Add("RenderScreenspaceEffects", "renderBlurEffect", renderBlurEffect)
--Draw for example the text
local function drawPlayerDeathThink()
if drawDeathEffects == true then
--print(GetConVar("sv_deathscreen_text"):GetString())
local ply = LocalPlayer()
if (ConVarExists("sv_deathscreen_text")) then
draw.DrawText(GetConVar("sv_deathscreen_text"):GetString(), "DeathFont", ScrW() / 2, ScrH() / 2 - 50, Color(255, 0, 0, 255), TEXT_ALIGN_CENTER)
else
draw.DrawText("You died!", "DeathFont", ScrW() / 2, ScrH() / 2 - 50, Color(255, 0, 0, 255), TEXT_ALIGN_CENTER)
end
--draw.DrawText("You were killed by " .. ply:GetNWString("deathKiller"), "DeathFont", ScrW() / 2, ScrH() / 2, Color(255, 0, 0, 255), TEXT_ALIGN_CENTER)
if (deathsystem_autorespawn == true) then
if ply:GetNWFloat("deathTimeLeft") < 0 then
draw.DrawText("Respawning...", "DermaLarge", ScrW() / 2, ScrH() / 2 + 100 - 50, Color(255, 255, 255, 255), TEXT_ALIGN_CENTER)
else
draw.DrawText("You can respawn in " .. tostring(math.floor(ply:GetNWFloat("deathTimeLeft"))) .. " seconds.", "DermaLarge", ScrW() / 2, ScrH() / 2 + 100 - 50, Color(255, 255, 255, 255), TEXT_ALIGN_CENTER)
end
else
draw.DrawText("Click to respawn.", "DermaLarge", ScrW() / 2, ScrH() / 2 + 100 - 50, Color(255, 255, 255, 255), TEXT_ALIGN_CENTER)
end
end
end
hook.Add("HUDPaint", "drawPlayerDeathThink", drawPlayerDeathThink)
--Calculate the view
--[[local function MyCalcView( ply, pos, angles, fov )
local ragdoll = ply:GetRagdollEntity();
if( !ragdoll || ragdoll == NULL || !ragdoll:IsValid() ) then return; end
// find the eyes
local eyes = ragdoll:GetAttachment( ragdoll:LookupAttachment( "eyes" ) );
// setup our view
local view = {
origin = eyes.Pos,
angles = eyes.Ang,
fov = 90,
};
//
return view;
end
hook.Add( "CalcView", "MyCalcView", MyCalcView )]]--
end
if SERVER then Msg("cl_deathsystem.lua initialized!\n") end [/code]
No wonder? You only included half of the code?
[code]--Change if you want to draw death effects
net.Receive("enableDrawBlurEffect", function ()
drawDeathEffects = net.ReadType()
deathsystem_autorespawn = net.ReadType()
end)
net.Receive("disableDrawBlurEffect", function ()
drawDeathEffects = net.ReadType()
end)[/code]
And where exactly is the code that sends that? lol
EDIT: Also you need to util.AddNetworkString network messages, if you didn't do it at another file or just didn't bother including that code.
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