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Thread: Disable hero portraits appearing in left side of the screen

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  1. #1
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    Disable hero portraits

    Is there a way to disable the hero potraits that pops up in the left side of the screen when you are killed by a hero on the enemy team?
    Last edited by cloistough; 03-22-2016 at 05:51 AM.

  2. #2
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    bump

  3. #3
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    Code:
    local ownerHero = hero:GetPlayerOwner()
    if ownerHero then
        Timers:CreateTimer(0.1,function() ownerHero:SetKillCamUnit(nil) end) 
    end
    when hero died

  4. #4
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    ?

  5. #5
    Basic Member arhowk's Avatar
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    Quote Originally Posted by cloistough View Post
    ?
    ?
    Every time you have an issue, spend at least 5 minutes on each of these four sites Google, Wiki, Github, and ModDota
    If you still can't figure out your issue, post your issue on moddota in as much detail as possible with a SSCCE. If you do not complete these requirements, than you will be rejected by the community. Try not to contact individual users for help as we are very busy.

  6. #6
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    thanks for bumping

  7. #7
    Basic Member arhowk's Avatar
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    he gave you the answer already; you won't get any additional help
    Every time you have an issue, spend at least 5 minutes on each of these four sites Google, Wiki, Github, and ModDota
    If you still can't figure out your issue, post your issue on moddota in as much detail as possible with a SSCCE. If you do not complete these requirements, than you will be rejected by the community. Try not to contact individual users for help as we are very busy.

  8. #8
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    Could you clarify what he means?

  9. #9
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    bumping

  10. #10
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    It's a bit of code that uses a clever hack to disable the 'kill cam' for custom games.

    In essence, the kill cam is created some time after the hero dies. This code removes the object 0.1 second later, so the kill cam is shown far more briefly.
    I would prefer code that uses a trigger to disable the cam directly after it starts to show or changes an ingame setting to do so than a solution like this, but it may be that this is the closest you can get to properly disabling it. It would be nicer if we could eliminate the arbitrary 0.1 second delay, somehow.

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