Hitlogs.lua

-- 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:

: Include "checkboxes" or "sliders" in your script menu to allow users to change colors or toggle the hitlog on/off. hitlogs.lua

: Determine which software you are scripting for (e.g., Aimware or Gamesense ). Each has unique "Callbacks." Event listener (Triggered when you damage someone) local

Games often return hit locations as integers. You need a function to translate these into human-readable text: 1 → "Head" 🎯 2 → "Chest" 🛡️ 3 → "Stomach" 🥙 4/5 → "Arms" 💪 6/7 → "Legs" 🦵 3. Visual UI (Rendering) [2] = "chest"

: Loading a specific typeface (e.g., Arial, Verdana).

Navigation Menu * ActionsAutomate any workflow. * IssuesPlan and track work. Aimware-scripts/[LuaScript] HitLog.lua at master - GitHub

: Defining x and y coordinates so the logs don't block your crosshair.