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Last Damage Indicator
posted in Q/A Help
1
#1
1 Frags +

I remember at one point there were two Last Damage Done indicators on your hud where one was a floating number near the target that disappeared after a couple seconds, and the second was usually down near your health, and it stayed a really long time.

Did valve break this feature, or just remove it? Because as of right now, both values disappear at the same rate, and it was really helpful to have the second stick around for a while.

I remember at one point there were two Last Damage Done indicators on your hud where one was a floating number near the target that disappeared after a couple seconds, and the second was usually down near your health, and it stayed a really long time.

Did valve break this feature, or just remove it? Because as of right now, both values disappear at the same rate, and it was really helpful to have the second stick around for a while.
2
#2
0 Frags +

might be your hud? I get the second damage indicator until I do more damage

might be your hud? I get the second damage indicator until I do more damage
3
#3
0 Frags +

Really? I've used Omp's hud, KBNhud, and currently Bladehud, and it seems like both damage indicators disappear at the same time. What hud are you using?

Really? I've used Omp's hud, KBNhud, and currently Bladehud, and it seems like both damage indicators disappear at the same time. What hud are you using?
4
#4
0 Frags +

I'm using Metrohud right now, and Broeselhud before, and had the normal indicators with both.

I'm using Metrohud right now, and Broeselhud before, and had the normal indicators with both.
5
#5
0 Frags +

Interesting, I'll have to test those out and see if it works for me.

Interesting, I'll have to test those out and see if it works for me.
6
#6
0 Frags +

I'm using communityHUD (as a base, at least) and had to input it myself. The value is in resource/ui/HudDamageAccount.res, change all of the "enabled" and "visible" values to one and make sure "hud_combattext" (the same value that puts damage indicators over heads, I believe it's in your hudlayout.res) is set to 1. I also had to mess with fonts, location and font colors, but that's up to you. Still, you may want to fiddle with it

I'm using communityHUD (as a base, at least) and had to input it myself. The value is in resource/ui/HudDamageAccount.res, change all of the "enabled" and "visible" values to one and make sure "hud_combattext" (the same value that puts damage indicators over heads, I believe it's in your hudlayout.res) is set to 1. I also had to mess with fonts, location and font colors, but that's up to you. Still, you may want to fiddle with it
7
#7
-2 Frags +

Just chooose, you can thank Garm3m later http://www.sdx-gaming.eu/?file_id=336

Just chooose, you can thank Garm3m later http://www.sdx-gaming.eu/?file_id=336
8
#8
4 Frags +

I was under the impression that Valve broke the last damage done indicators staying on-screen in a patch, and we're still waiting on a fix. Been using Brosel, omp, and DeliHUD.

I was under the impression that Valve broke the last damage done indicators staying on-screen in a patch, and we're still waiting on a fix. Been using Brosel, omp, and DeliHUD.
9
#9
4 Frags +

If I recall correctly, the behaviour changed in the Christmas update. Basically, instead of remaining permanently, the last-damage-done disappears at the same time as the floating damage text. Of course, you can change the length of this, but the floating damage numbers will also stick around longer.

I'm not sure if Valve inadvertently broke this, or if it was an intended change. To my knowledge, there is no workaround, but I could be wrong.

If I recall correctly, the behaviour changed in the Christmas update. Basically, instead of remaining permanently, the last-damage-done disappears at the same time as the floating damage text. Of course, you can change the length of this, but the floating damage numbers will also stick around longer.

I'm not sure if Valve inadvertently broke this, or if it was an intended change. To my knowledge, there is no workaround, but I could be wrong.
10
#10
3 Frags +

#9 That's what I thought happened as well.

#9 That's what I thought happened as well.
11
#11
0 Frags +

I think Omp has it. I've tried a number of huds as well and both numbers disappear at the same time. What controls the length of time that the numbers appear is "delta_lifetime".

I think Omp has it. I've tried a number of huds as well and both numbers disappear at the same time. What controls the length of time that the numbers appear is "delta_lifetime".
12
#12
0 Frags +

Can that feature be added to the stock HUD?

Can that feature be added to the stock HUD?
13
#13
0 Frags +

should we wend along a bug report that the last damage done indicator shouldn't be tied to the floating one?

should we wend along a bug report that the last damage done indicator shouldn't be tied to the floating one?
14
#14
0 Frags +
wareyashould we wend along a bug report that the last damage done indicator shouldn't be tied to the floating one?

Yes, how would one do this?

[quote=wareya]should we wend along a bug report that the last damage done indicator shouldn't be tied to the floating one?[/quote]

Yes, how would one do this?
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