DamageHistoryCallback
Modding resource. Provide some useful callbacks.
About this mod Author’s original text
This mod provides some useful functions in client.
You should not install this until you are told.
Functions
I don't know how to obtain the damageSourceId from damage did by local player. So the DamageHistoryStruct which local player is the attacker, has eDamageSourceId.damagedef_unknown as damageSourceId.
sh_damage_history.gnut
global struct DamageHistoryStruct
{
string attackerName
string attackerPetName
vector origin
float damage
int damageType // describe the damage
int damageSourceId // what did the damage
entity attacker
int attackerEHandle
float attackerHealthPercent
float time
array weaponMods
bool victimIsTitan
bool rodeoDamage
/// modded
string victimName
string victimPetName
float victimHealthPercent
entity victim
bool victimIsNPC = false
bool isHeadShot
bool isKillShot
bool isCritical
bool isRodeo
bool isMelee
bool isElectric
bool isExplosion
bool isBullet
bool isShotgun
bool isTitanStep
bool isRagdoll
bool isGib
///
}
DamageHistoryStruct function GetLastDamageHistoryByAttackerAndDamageSourceId( entity victim, entity attacker, int damageSourceId)
DamageHistoryStruct function GetLastDamageHistoryByDamageSourceId( entity victim, int damageSourceId )
DamageHistoryStruct function GetLastDamageHistoryByAttacker( entity victim, entity attacker )
array function GetDamageHistoryByAttacker( entity player, entity attacker, float time = 0 )
//string function DamageSourceIDToString( damageHistory.damageSourceId )
array function GetDamageHistoryByDamageSourceId( entity player, int damageSourceId, float time = 0 )
array function GetDamageHistoryByAttackerAndDamageSourceId( entity player, entity attacker, int damageSourceId, float time = 0 )
// DamageHistoryIncludeLocalClientPlayer clear after killReplayHudDeactive or localplayer killed.
array function GetDamageHistoryIncludeLocalClientPlayer( bool onlyAlive = false, bool merge = false)
bool function WasRecentlyHitByEntityAndDamageSourceId( entity player, entity attacker, int damageSourceId, float hitTime )
array function DefaultMergeDamageHistoryIncludeLocalClientPlayer(array inputHistories,
float mergeInterval = MERGE_INTERVAL
void function ClearDamageHistoryIncludeLocalClientPlayer()
void function StoreDamageHistoryToLocal(DamageHistoryStruct damageHistory, bool shouldMerge = true)
Example
- KillReplayDamageHUD
Changelog
1.2.0
- New feature. The script will try to obtain the damageSourceID from the dmg did by localPlayer.
1.2.1
- Bugfix. Obtain the weapon after localPlayer's death. Valid check added.
1.2.2
- Bugfix.
1.2.3
- Bugfix.
Install & use Install: Northstar client mod
- Install the Northstar client first (the open-source community client for Titanfall 2; its release page provides an installer). It loads the mods.
- Unzip the archive from playbuff and put its contents into the Northstar/mods/ folder inside your Titanfall2 directory.
- Start the game through NorthstarLauncher.exe — the console lists the mods it loaded.
Northstar is for private servers and custom content; do not use it to connect to official servers.
Install these first, or the mod will not work: