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Hit Markers

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Hit Markers

Postby TheGeekZeke101 » Thu Dec 29, 2011 7:18 pm

I so killed him.


That was so lag.


Hacker. I so shot you.


Those are very popular quotes I see. The only way to find out if they are true is if hit markers were added. You would be able to identify a poor shot from lag. Find out if you really did hit that player.

For example, I'm playing on Goon Haven 1. I have the semi and am camping. I'm on green and it's dark. First shot, I assume it's a hit. Second shot, I assume it's another hit. Last shot and I assume he should be dead. The only problem is, he isn't. Confused as I am I get killed.

With hit markers I would of known if I had it him. Same goes with other weapons. With grenades you could find out if that person dealt damage across the map.

Summary:

-Weapon Hit Markers
-Moddable
- Size Adjusted on Damade

With this those quotes will be no more. Hit markers would make a great advantage as well.

Here is a picture for those who don't know what a hit-marker is. If you have played the recent first person shooters you should be very familiar.

Image

As you see in the picture, there are four cross hairs. In the middle would be your target. Sometimes the target covers your enemy, so you don't know. They usually pop up, decrease, and fade away.
Last edited by TheGeekZeke101 on Sat Dec 31, 2011 10:20 pm, edited 2 times in total.
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Re: Hit Markers

Postby ChaosTLW » Thu Dec 29, 2011 7:20 pm

+1
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Re: Hit Markers

Postby IrishElf » Thu Dec 29, 2011 8:11 pm

Like this idea, would cut down on many "OMG H4X0R!!!!111!!!1!" cries, +1.
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Re: Hit Markers

Postby NestoFlo » Thu Dec 29, 2011 10:04 pm

IrishElf wrote:Like this idea, would cut down on many "OMG H4X0R!!!!111!!!1!" cries, +1.

^Agreed
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Re: Hit Markers

Postby tunaspirit » Fri Dec 30, 2011 10:08 am

[18:33] <+boolface> hey guys imma releqase 0.76 now
[18:34] <+Ethoslab> TheGrandmaster hey do you have any idea when updates gona come
[18:34] <+gen_applejack> now
[18:34] <+gen_applejack> as boolface told us
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Re: Hit Markers

Postby Gorman » Fri Dec 30, 2011 1:50 pm

If you are using Semi then you can watch the kill feed to see if you hit. That's what I do.

Or just watch for the blood spurt.
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Re: Hit Markers

Postby SIMOX » Sat Dec 31, 2011 4:43 pm

Wait, you mean every time you hit someone, some modable thing (Hit marker?) would pop up above his head? Or that is just sound? You already can see some blood when you hit someone. Anyway as long as you can turn it off.
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Re: Hit Markers

Postby TheGeekZeke101 » Sat Dec 31, 2011 4:46 pm

SIMOX wrote:Wait, you mean every time you hit someone, some modable thing (Hit marker?) would pop up above his head? Or that is just sound? You already can see some blood when you hit someone. Anyway as long as you can turn it off.


A hit marker is when you hit someone and the target changes into an X for a few seconds. Of course that is how it normally is. You would be able to customize it. In some games instead of a hit marker the target flashes or increases in size.

Also, if it was added and you didn't like it you wouldn't have to deal with it. Making the hitmarker.png blank would turn it off.
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Re: Hit Markers

Postby TheGrandmaster » Sat Dec 31, 2011 4:51 pm

TheGeekZeke101 wrote:A hit marker is when you hit someone and the target changes into an X for a few seconds. Of course that is how it normally is. You would be able to customize it. In some games instead of a hit marker the target flashes or increases in size.


Either that, or...
A little red damage number that pops up over their head and fades out within a second or less.

First it'd be nice for there to be the core ability for scripters to draw text on the screen.
Would allow for better instruction etc. for game modes, and would allow this kind of thing also.
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Re: Hit Markers

Postby TheGeekZeke101 » Sat Dec 31, 2011 4:59 pm

Either that, or...
A little red damage number that pops up over their head and fades out within a second or less.

First it'd be nice for there to be the core ability for scripters to draw text on the screen.
Would allow for better instruction etc. for game modes, and would allow this kind of thing also.


Never thought of it like that.

Hmm. Sounds like something for .71.
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Re: Hit Markers

Postby Coffee » Sat Dec 31, 2011 8:01 pm

Sounds like a very interesting idea, but it would have to be approached right.
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Re: Hit Markers

Postby TheGeekZeke101 » Sat Dec 31, 2011 10:16 pm

Edited OP. For those who don't know what a hit marker is there is now a picture.
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Re: Hit Markers

Postby Terminal » Sat Dec 31, 2011 10:44 pm

I would prefer it just play a little 'ding' noise when you hit someone, like in TF2.
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Re: Hit Markers

Postby TheGeekZeke101 » Sat Dec 31, 2011 11:55 pm

Terminal wrote:I would prefer it just play a little 'ding' noise when you hit someone, like in TF2.


Well with:

-Shooting/Reloading
-Airstrikes
-Walking
-Headshots

Hearing the ding could be a little hard
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Re: Hit Markers

Postby USABxBOOYO » Sat Dec 31, 2011 11:57 pm

What Zeke is suggesting is identical to the hit marking system in CoD, for those of you who are still confused. I for one think this shouldn't even have to be suggested, it should have already been in the game a long time ago if not upon Ace of Spades' release.
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