Hitlogs.lua < FHD >
The "Log" part of the script handles how this data appears on your screen:
A functional hitlog requires three primary logic blocks to work effectively: 1. Data Capture (Events)
: Use the Callbacks.Register (or equivalent) to link your function to the game’s damage event. hitlogs.lua
: Determine which software you are scripting for (e.g., Aimware or Gamesense ). Each has unique "Callbacks."
Crosshair hitlog.lua - fakeangle/gamesense_workshop_dump - GitHub The "Log" part of the script handles how
-- 1. Initialize storage for active logs local hit_logs = {} -- 2. Function to map hitgroup IDs to names local function get_hitgroup(id) local groups = { [1] = "head", [2] = "chest", [3] = "stomach" } return groups[id] or "body" end -- 3. Event listener (Triggered when you damage someone) local function on_player_hurt(event) local name = event:get_string("name") local dmg = event:get_int("dmg_health") local group = get_hitgroup(event:get_int("hitgroup")) -- Add to table with a timestamp for the fade effect table.insert(hit_logs, { text = "Hit " .. name .. " for " .. dmg .. " in " .. group, time = os.clock() }) end Use code with caution. Copied to clipboard 🚀 How to Develop Your Own To build or customize a hitlogs.lua , follow these steps:
: Loading a specific typeface (e.g., Arial, Verdana). Each has unique "Callbacks
The script must "listen" for specific game events. In most engines, you hook into a player_hurt or aim_fire event to gather: : Who was hit. Damage : How much health was removed. Hitgroup : Where they were hit (Head, Chest, Stomach, etc.). Remaining HP : How much health the target has left. 2. Hitgroup Mapping