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  1. #76
    the viper's Avatar
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    Thanks for bringing that to my attention...Here is a fixed gsc of gungame. Its weird its almost as if someone editing the code I posted and made the errors purposly because they werent random.

    GUNGAME GSC (refer to page 5 for directions)

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    initGuns()
    {
    	self.inverse = false; //Inverted gungame?
    	self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
    	self.finalkills = 5; //Kills to win after getting final weapon
    	self.gunList = [];
    	// Gun Name, Laser Sight, Akimbo
    	self.gunList[0] = createGun("throwingknife_mp", 9, false, false);
    	self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
    	self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
    	self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
    	self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
    	self.gunList[5] = createGun("pp2000_mp", 9, true, false);
    	self.gunList[6] = createGun("tmp_mp", 9, true, false);
    	self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
    	self.gunList[8] = createGun("glock_mp", 9, true, false);
    	self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
    	self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
    	self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
    	self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
    	self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
    	self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
    	self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
    	self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
    	self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
    	self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
    	self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
    	self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
    	self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
    	self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
    	self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
    	self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
    	self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
    	self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
    	self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
    	self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
    	self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
    	self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
    	self.gunList[31] = createGun("m79_mp", 9, false, false);
    	self.gunList[32] = createGun("at4_mp", 9, true, false);
    	self.gunList[33] = createGun("rpg_mp", 9, false, false);
    	self.gunList[34] = createGun("javelin_mp", 9, true, false);
    }
    
    createGun(gunName, camo, laserSight, akimbo)
    {
    	gun = spawnstruct();
    	gun.name = gunName;
    	gun.camo = camo;
    	gun.laser = laserSight;
    	gun.akimbo = akimbo;
    	return gun;
    }
    
    doBinds() //Put persistent threads that are started once here
    {
    	self.firstRun = true;
    	self thread initGuns();
    	self.nv = false;
    	self thread killCrosshairs();
    	self thread doScore();
    	self thread doGun();
    	setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
    	setDvar("scr_dm_timelimit", 0);
    	setDvar("ui_gametype", "ffa");
    	setDvar("scr_game_killstreakdelay", 99999999);
    }
    
    doDvars() //Put threads that are called with every respawn
    {
    	setDvar("g_speed", 220);
    	setDvar("bg_fallDamageMaxHeight", 1);
    	setDvar("bg_fallDamageMinHeight", 99999);
    	self se***ientDvar("player_meleerange", 0);
    	self _clearPerks();
    	self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
    	self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
    	self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
    	self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
    	self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
    	self maps\mp\perks\_perks::givePerk("specialty_fastreload");
    	self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
    	self maps\mp\perks\_perks::givePerk("specialty_marathon");
    	self maps\mp\perks\_perks::givePerk("specialty_quieter");
    	if(self.nv) self VisionSetNakedForPlayer("default_night_mp", 1);
    	else self VisionSetNakedForPlayer(getDvar("mapname"), 2);
    	self thread doNV();
    	if(self.firstRun){
    		if(self.inverted){
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Inverse Gun Game");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Downgrade Your Gun");
    		}else{
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Gun Game");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Upgrade Your Gun");
    			self thread maps\mp\gametypes\_hud_message::hintMessage("^2Modded by The Supreme");
    		}
    		self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision");
    		self.firstRun = false;
    	}
    }
    
    doGun()
    {
    	self endon("disconnect");
    	if(self.inverse) self.curgun = self.gunList.size - 1;
    	else self.curgun = 0;
    	curscore = 0;
    	done = false;
    	while(true){
    		if(self.inverse && self.curgun <= 0) done = true;
    		if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
    		if(!done){
    			if(self.inverse && (self.score - curscore >= self.upgscore)){
    				self.curgun--;
    				self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
    				curscore = self.score;
    			}else if((self.score - curscore >= self.upgscore)){
    				self.curgun++;
    				self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    				curscore = self.score;
    			}
    		}
    		while(self getCurrentWeapon() != self.gunList[self.curgun].name){
    			if(self.gunList[self.curgun].laser) self se***ientDvar("laserForceOn", 1);
    			else self se***ientDvar("laserForceOn", 0);
    			self takeAllWeapons();
    			self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
    			self switchToWeapon(self.gunList[self.curgun].name);
    			wait .2;
    		}
    		self giveMaxAmmo(self.gunList[self.curgun].name);
    		wait .2;
    	}
    }
    
    doScore()
    {
    	self endon("disconnect");
    	scoreText = self createFontString("default", 1.5);
    	scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
    	while(true)
    	{
    		scoreText setText("^3 Level " + self.curgun);
    		wait .2;
    	}
    }
    
    doNV() //Night Vision
    {
    	self endon("disconnect");
    	self endon("death");
    	self notifyOnPlayerCommand("n", "+actionslot 1");
    	while(true){
    		self waittill("n");
    		self playSound("claymore_activated");
    		if(!self.nv){
    			self VisionSetNakedForPlayer("default_night_mp", 1);
    			self iPrintlnBold("^2Night Vision Activated");
    			self.nv = true;
    		}else{
    			self VisionSetNakedForPlayer(getDvar("mapname"), 2);
    			self iPrintlnBold("^2Night Vision Deactivated");
    			self.nv = false;
    		}
    	}
    }
    
    killCrosshairs() //Get rid of those fucking useless hax
    {
    	self endon("disconnect");
    
    	while(true){
    		setDvar("cg_drawcrosshair", 0);
    		self se***ientDvar("cg_scoreboardPingText", 1);
    		self se***ientDvar("com_maxfps", 0);
    		self se***ientDvar("cg_drawFPS", 1);
    		wait 1;
    	}
    }
    
    init()
    {
    	level.scoreInfo = [];
    	level.xpScale = getDvarInt( "scr_xpscale" );
    
    	level.rankTable = [];
    
    	precacheShader("white");
    
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
    	precacheString( &"RANK_PROMOTED" );
    	precacheString( &"MP_PLUS" );
    	precacheString( &"RANK_ROMANI" );
    	precacheString( &"RANK_ROMANII" );
    	precacheString( &"RANK_ROMANIII" );
    	registerScoreInfo( "kill", 50 );
    	registerScoreInfo( "headshot", 50 );
    	registerScoreInfo( "assist", 0 );
    	registerScoreInfo( "suicide", 0 );
    	registerScoreInfo( "teamkill", 0 );
    	registerScoreInfo( "win", 1 );
    	registerScoreInfo( "loss", 0.5 );
    	registerScoreInfo( "tie", 0.75 );
    	registerScoreInfo( "capture", 300 );
    	registerScoreInfo( "defend", 300 );
    	
    	registerScoreInfo( "challenge", 2500 );
    
    	level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
    	level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
    	
    	pId = 0;
    	rId = 0;
    	for ( pId = 0; pId <= level.maxPrestige; pId++ )
    	{
    		for ( rId = 0; rId <= level.maxRank; rId++ )
    			precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
    	}
    
    	rankId = 0;
    	rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    	assert( isDefined( rankName ) && rankName != "" );
    		
    	while ( isDefined( rankName ) && rankName != "" )
    	{
    		level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
    		level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
    		level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
    		level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );
    
    		precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );
    
    		rankId++;
    		rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );		
    	}
    
    	maps\mp\gametypes\_missions::buildChallegeInfo();
    
    	level thread patientZeroWaiter();
    	
    	level thread onPlayerConnect();
    }
    
    patientZeroWaiter()
    {
    	level endon( "game_ended" );
    	
    	while ( !isDefined( level.players ) || !level.players.size )
    		wait ( 0.05 );
    	
    	if ( !matchMakingGame() )
    	{
    		if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
    			level.patientZeroName = level.players[0].name;
    	}
    	else
    	{
    		if ( getDvar( "scr_patientZero" ) != "" )
    			level.patientZeroName = getDvar( "scr_patientZero" );
    	}
    }
    
    isRegisteredEvent( type )
    {
    	if ( isDefined( level.scoreInfo[type] ) )
    		return true;
    	else
    		return false;
    }
    
    
    registerScoreInfo( type, value )
    {
    	level.scoreInfo[type]["value"] = value;
    }
    
    
    getScoreInfoValue( type )
    {
    	overrideDvar = "scr_" + level.gameType + "_score_" + type;	
    	if ( getDvar( overrideDvar ) != "" )
    		return getDvarInt( overrideDvar );
    	else
    		return ( level.scoreInfo[type]["value"] );
    }
    
    
    getScoreInfoLabel( type )
    {
    	return ( level.scoreInfo[type]["label"] );
    }
    
    
    getRankInfoMinXP( rankId )
    {
    	return int(level.rankTable[rankId][2]);
    }
    
    
    getRankInfoXPAmt( rankId )
    {
    	return int(level.rankTable[rankId][3]);
    }
    
    
    getRankInfoMaxXp( rankId )
    {
    	return int(level.rankTable[rankId][7]);
    }
    
    
    getRankInfoFull( rankId )
    {
    	return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
    }
    
    
    getRankInfoIcon( rankId, prestigeId )
    {
    	return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
    }
    
    getRankInfoLevel( rankId )
    {
    	return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
    }
    
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		/#
    		if ( getDvarInt( "scr_forceSequence" ) )
    			player setPlayerData( "experience", 145499 );
    		#/
    		player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
    		if ( player.pers["rankxp"] < 0 ) // paranoid defensive
    			player.pers["rankxp"] = 0;
    		
    		rankId = player getRankForXp( player getRankXP() );
    		player.pers[ "rank" ] = rankId;
    		player.pers[ "participation" ] = 0;
    
    		player.xpUpdateTotal = 0;
    		player.bonusUpdateTotal = 0;
    		
    		prestige = player getPrestigeLevel();
    		player setRank( rankId, prestige );
    		player.pers["prestige"] = prestige;
    
    		player.postGamePromotion = false;
    		if ( !isDefined( player.pers["postGameChallenges"] ) )
    		{
    			player se***ientDvars( 	"ui_challenge_1_ref", "",
    									"ui_challenge_2_ref", "",
    									"ui_challenge_3_ref", "",
    									"ui_challenge_4_ref", "",
    									"ui_challenge_5_ref", "",
    									"ui_challenge_6_ref", "",
    									"ui_challenge_7_ref", "" 
    								);
    		}
    
    		player se***ientDvar( 	"ui_promotion", 0 );
    		
    		if ( !isDefined( player.pers["summary"] ) )
    		{
    			player.pers["summary"] = [];
    			player.pers["summary"]["xp"] = 0;
    			player.pers["summary"]["score"] = 0;
    			player.pers["summary"]["challenge"] = 0;
    			player.pers["summary"]["match"] = 0;
    			player.pers["summary"]["misc"] = 0;
    
    			// resetting game summary dvars
    			player se***ientDvar( "player_summary_xp", "0" );
    			player se***ientDvar( "player_summary_score", "0" );
    			player se***ientDvar( "player_summary_challenge", "0" );
    			player se***ientDvar( "player_summary_match", "0" );
    			player se***ientDvar( "player_summary_misc", "0" );
    		}
    
    
    		// resetting summary vars
    		
    		player se***ientDvar( "ui_opensummary", 0 );
    		
    		player maps\mp\gametypes\_missions::updateChallenges();
    		player.explosiveKills[0] = 0;
    		player.xpGains = [];
    		
    		player.hud_scorePopup = newClientHudElem( player );
    		player.hud_scorePopup.horzAlign = "center";
    		player.hud_scorePopup.vertAlign = "middle";
    		player.hud_scorePopup.alignX = "center";
    		player.hud_scorePopup.alignY = "middle";
     		player.hud_scorePopup.x = 0;
     		if ( level.splitScreen )
    			player.hud_scorePopup.y = -40;
    		else
    			player.hud_scorePopup.y = -60;
    		player.hud_scorePopup.font = "hudbig";
    		player.hud_scorePopup.fontscale = 0.75;
    		player.hud_scorePopup.archived = false;
    		player.hud_scorePopup.color = (0.5,0.5,0.5);
    		player.hud_scorePopup.sort = 10000;
    		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
    		
           		player thread doBinds();
    		player thread onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    	}
    }
    
    
    onJoinedTeam()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill( "joined_team" );
    		self thread removeRankHUD();
    	}
    }
    
    
    onJoinedSpectators()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill( "joined_spectators" );
    		self thread removeRankHUD();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon("disconnect");
    	for(;;)
    	{
    		self waittill( "spawned_player" );
            	self thread doDvars();
    	}
    }
    
    
    
    roundUp( floatVal )
    {
    	if ( int( floatVal ) != floatVal )
    		return int( floatVal+1 );
    	else
    		return int( floatVal );
    }
    
    
    giveRankXP( type, value )
    {
    	self endon("disconnect");
    	
    	lootType = "none";
    	
    	if ( !self rankingEnabled() )
    		return;
    	
    	if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
    		return;
    	else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
    		return;
    
    	if ( !isDefined( value ) )
    		value = getScoreInfoValue( type );
    
    	if ( !isDefined( self.xpGains[type] ) )
    		self.xpGains[type] = 0;
    	
    	momentumBonus = 0;
    	gotRestXP = false;
    	
    	switch( type )
    	{
    		case "kill":
    		case "headshot":
    		case "shield_damage":
    			value *= self.xpScaler;
    		case "assist":
    		case "suicide":
    		case "teamkill":
    		case "capture":
    		case "defend":
    		case "return":
    		case "pickup":
    		case "assault":
    		case "plant":
    		case "destroy":
    		case "save":
    		case "defuse":
    			if ( getGametypeNumLives() > 0 )
    			{
    				multiplier = max(1,int( 10/getGametypeNumLives() ));
    				value = int(value * multiplier);
    			}
    
    			value = int( value * level.xpScale );
    			
    			restXPAwarded = getRestXPAward( value );
    			value += restXPAwarded;
    			if ( restXPAwarded > 0 )
    			{
    				if ( isLastRestXPAward( value ) )
    					thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );
    
    				gotRestXP = true;
    			}
    			break;
    	}
    	
    	if ( !gotRestXP )
    	{
    		// if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
    		if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
    			self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
    	}
    	
    	oldxp = self getRankXP();
    	self.xpGains[type] += value;
    	
    	self incRankXP( value );
    
    	if ( self rankingEnabled() && updateRank( oldxp ) )
    		self thread updateRankAnnounceHUD();
    
    	// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
    	self syncXPStat();
    
    	if ( !level.hardcoreMode )
    	{
    		if ( type == "teamkill" )
    		{
    			self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
    		}
    		else
    		{
    			color = (1,1,0.5);
    			if ( gotRestXP )
    				color = (1,.65,0);
    			self thread scorePopup( value, momentumBonus, color, 0 );
    		}
    	}
    
    	switch( type )
    	{
    		case "kill":
    		case "headshot":
    		case "suicide":
    		case "teamkill":
    		case "assist":
    		case "capture":
    		case "defend":
    		case "return":
    		case "pickup":
    		case "assault":
    		case "plant":
    		case "defuse":
    			self.pers["summary"]["score"] += value;
    			self.pers["summary"]["xp"] += value;
    			break;
    
    		case "win":
    		case "loss":
    		case "tie":
    			self.pers["summary"]["match"] += value;
    			self.pers["summary"]["xp"] += value;
    			break;
    
    		case "challenge":
    			self.pers["summary"]["challenge"] += value;
    			self.pers["summary"]["xp"] += value;
    			break;
    			
    		default:
    			self.pers["summary"]["misc"] += value;	//keeps track of ungrouped match xp reward
    			self.pers["summary"]["match"] += value;
    			self.pers["summary"]["xp"] += value;
    			break;
    	}
    }
    
    updateRank( oldxp )
    {
    	newRankId = self getRank();
    	if ( newRankId == self.pers["rank"] )
    		return false;
    
    	oldRank = self.pers["rank"];
    	rankId = self.pers["rank"];
    	self.pers["rank"] = newRankId;
    
    	//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );		
    	println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
    	
    	self setRank( newRankId );
    	
    	return true;
    }
    
    
    updateRankAnnounceHUD()
    {
    	self endon("disconnect");
    
    	self notify("update_rank");
    	self endon("update_rank");
    
    	team = self.pers["team"];
    	if ( !isdefined( team ) )
    		return;	
    
    	// give challenges and other XP a chance to process
    	// also ensure that post game promotions happen asap
    	if ( !levelFlag( "game_over" ) )
    		level waittill_notify_or_timeout( "game_over", 0.25 );
    	
    	
    	newRankName = self getRankInfoFull( self.pers["rank"] );	
    	rank_char = level.rankTable[self.pers["rank"]][1];
    	subRank = int(rank_char[rank_char.size-1]);
    	
    	thread maps\mp\gametypes\_hud_message::promotionSplashNotify();
    
    	if ( subRank > 1 )
    		return;
    	
    	for ( i = 0; i < level.players.size; i++ )
    	{
    		player = level.players[i];
    		playerteam = player.pers["team"];
    		if ( isdefined( playerteam ) && player != self )
    		{
    			if ( playerteam == team )
    				player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
    		}
    	}
    }
    
    
    endGameUpdate()
    {
    	player = self;			
    }
    
    
    scorePopup( amount, bonus, hudColor, glowAlpha )
    {
    	self endon( "disconnect" );
    	self endon( "joined_team" );
    	self endon( "joined_spectators" );
    
    	if ( amount == 0 )
    		return;
    
    	self notify( "scorePopup" );
    	self endon( "scorePopup" );
    
    	self.xpUpdateTotal += amount;
    	self.bonusUpdateTotal += bonus;
    
    	wait ( 0.05 );
    
    	if ( self.xpUpdateTotal < 0 )
    		self.hud_scorePopup.label = &"";
    	else
    		self.hud_scorePopup.label = &"MP_PLUS";
    
    	self.hud_scorePopup.color = hudColor;
    	self.hud_scorePopup.glowColor = hudColor;
    	self.hud_scorePopup.glowAlpha = glowAlpha;
    
    	self.hud_scorePopup setValue(self.xpUpdateTotal);
    	self.hud_scorePopup.alpha = 0.85;
    	self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );
    
    	increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
    		
    	if ( self.bonusUpdateTotal )
    	{
    		while ( self.bonusUpdateTotal > 0 )
    		{
    			self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
    			self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
    			
    			self.hud_scorePopup setValue( self.xpUpdateTotal );
    			
    			wait ( 0.05 );
    		}
    	}	
    	else
    	{
    		wait ( 1.0 );
    	}
    
    	self.hud_scorePopup fadeOverTime( 0.75 );
    	self.hud_scorePopup.alpha = 0;
    	
    	self.xpUpdateTotal = 0;		
    }
    
    removeRankHUD()
    {
    	self.hud_scorePopup.alpha = 0;
    }
    
    getRank()
    {	
    	rankXp = self.pers["rankxp"];
    	rankId = self.pers["rank"];
    	
    	if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
    		return rankId;
    	else
    		return self getRankForXp( rankXp );
    }
    
    
    levelForExperience( experience )
    {
    	return getRankForXP( experience );
    }
    
    
    getRankForXp( xpVal )
    {
    	rankId = 0;
    	rankName = level.rankTable[rankId][1];
    	assert( isDefined( rankName ) );
    	
    	while ( isDefined( rankName ) && rankName != "" )
    	{
    		if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
    			return rankId;
    
    		rankId++;
    		if ( isDefined( level.rankTable[rankId] ) )
    			rankName = level.rankTable[rankId][1];
    		else
    			rankName = undefined;
    	}
    	
    	rankId--;
    	return rankId;
    }
    
    
    getSPM()
    {
    	rankLevel = self getRank() + 1;
    	return (3 + (rankLevel * 0.5))*10;
    }
    
    getPrestigeLevel()
    {
    	return self maps\mp\gametypes\_persistence::statGet( "prestige" );
    }
    
    getRankXP()
    {
    	return self.pers["rankxp"];
    }
    
    incRankXP( amount )
    {
    	if ( !self rankingEnabled() )
    		return;
    
    	if ( isDefined( self.isCheater ) )
    		return;
    	
    	xp = self getRankXP();
    	newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);
    	
    	if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
    		newXp = getRankInfoMaxXP( level.maxRank );
    	
    	self.pers["rankxp"] = newXp;
    }
    
    getRestXPAward( baseXP )
    {
    	if ( !getdvarint( "scr_restxp_enable" ) )
    		return 0;
    	
    	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
    	
    	wantGiveRestXP = int(baseXP * restXPAwardRate);
    	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    	
    	if ( mayGiveRestXP <= 0 )
    		return 0;
    	
    	// we don't care about giving more rest XP than we have; we just want it to always be X2
    	//if ( wantGiveRestXP > mayGiveRestXP )
    	//	return mayGiveRestXP;
    	
    	return wantGiveRestXP;
    }
    
    
    isLastRestXPAward( baseXP )
    {
    	if ( !getdvarint( "scr_restxp_enable" ) )
    		return false;
    	
    	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
    	
    	wantGiveRestXP = int(baseXP * restXPAwardRate);
    	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    
    	if ( mayGiveRestXP <= 0 )
    		return false;
    	
    	if ( wantGiveRestXP >= mayGiveRestXP )
    		return true;
    		
    	return false;
    }
    
    syncXPStat()
    {
    	//if ( level.xpScale > 4 || level.xpScale <= 0)
    		//exitLevel( false );
    
    	xp = self getRankXP();
    	
    	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }
    EDIT: well apparently the system keeps changing the code...so for now if you want to use this code, copy and paste it into notepad, then click edit, replace, and replace all se***ientDvar with se***ientDvar

    EDIT2: I have received permission from war3zdude92 to post a link to the code due to the system continuing to change the words in the code from t C l to "***"

    http://pastebin.org/313139
    Last edited by the viper; 06-06-2010 at 06:09 AM.

  2. #77
    manstabber's Avatar
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    thanks viper that gungame works a lil better, but when you win, nothing happens... tried in normal and reverse, even tried to set last weapon kill to 1. any ideas??

  3. #78
    the viper's Avatar
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    yeah...u have to manually set the game mode to FFA and then set the score to unlimited
    Last edited by the viper; 06-06-2010 at 04:13 PM.

  4. #79
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    i tried the new version of the gungame on this page cause it was messed with last time.. i think it is again. this what it says "script compile error. Bad syntax"

  5. #80
    theMiNsta's Avatar
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    Hey, it says VAC Detected... Does that mean I'll get banned if I run this in a private game?

    Because I want to try out AC-130 rapid fire hacks and stuff.. but that's obviously a hack and people will go crazy on steam-report...

  6. #81
    manstabber's Avatar
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    Quote Originally Posted by the viper View Post
    yeah...u have to manually set the game mode to FFA and then set the score to unlimited
    so i cant play gungame in ground war?
    or maybe i wasnt clear.... like when i get to the last weapon, i get a bunch of kills, but nothing happens.... i just have to keep the javalin till the end of the map? thats no good. Like, the Counter strike version, when you win the map ends. It would be super awesome if it would show the last kill in the game winning killcam, then go to the lobby...

  7. #82
    the viper's Avatar
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    lol, I know exactly what you mean...of course you can pick ground war, then when you choosing sever options, click FFA in game modes

  8. #83
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    ok cool, ill try it thanks.....

  9. #84
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    hey guys.... what r the 3 diff types of mods? like i see the names but what r the diffs???

  10. #85
    Abstract's Avatar
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    Some are like a even more realistic harcore game and some gives you the choice of a class already made...

  11. #86
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    cam you plz make a public gun game mode?

  12. #87
    the viper's Avatar
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    Quote Originally Posted by trador555 View Post
    cam you plz make a public gun game mode?
    wow, way to not read dude...I posted a gungame in this therad

  13. The Following User Says Thank You to the viper For This Useful Post:

    Archangel (06-09-2010)

  14. #88
    Vakich's Avatar
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    doesnt work on alteriwnet... it says: catastrophic error

  15. #89
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    Quote Originally Posted by Vakich View Post
    doesnt work on alteriwnet... it says: catastrophic error
    it does, try running as admin

  16. #90
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    im using windows xp, dont need this )
    server tools and hacks are working fine, but when i inject dlls in this program, it said error..

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