Thread: Help!

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  1. #1
    Th3Komo12's Avatar
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    Help!

    See i edited the no hope 3.2 version and i still get a bad syntax even after asking for ur guys help several times should i just post the parts that i modified or wat bc im completly lost

  2. #2
    spiritwo's Avatar
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    Yes, post the parts you modified..
    --
    "Life is tough. It's tougher if you're stupid."

    Spiritwo |






  3. #3
    AZUMIKKEL's Avatar
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    No of course you don't have to, gurus on this site can figure out exactly what your syntax error is. Also, find a fitting title.
    www.YouTube.com/MpKiller100

  4. #4
    Th3Komo12's Avatar
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    Here are they parts i modified they first bit of code is where I removed the fog and the second part is the the rank
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    ChangeAppearance(Type,MyTeam)
    {
    	ModelType=[];
    	ModelType[0]="GHILLIE";
    	ModelType[1]="SNIPER";
    	ModelType[2]="LMG";
    	ModelType[3]="ASSAULT";
    	ModelType[4]="SHOTGUN";
    	ModelType[5]="SMG";
    	ModelType[6]="RIOT";
    	if(Type==7){MyTeam=randomint(2);Type=randomint(7);}
    	team=get_enemy_team(self.team);if(MyTeam)team=self.team;
    	self detachAll();
    	[[game[team+"_model"][ModelType[Type]]]]();
    }
    
    SelectingZombie()
    {
    	level endon ( "game_ended" );
    	
    	if(!isDefined(level.SelectingZombieTime))
    	{
    		level.intermission = 0;
    		level.SelectingZombieTime = 60;
    		level.gameState = "waiting";
    	}
    	
    		for(ZST = 60; ZST > -1; ZST--)
    		{
    			level.SelectingZombieTime = ZST;
    			wait 1;
    	
    			if(level.SelectingZombieTime == 0)
    			{
    				level SelectZombie();
    				level closeDoor();
    				level.gameState = "playing";
    
    				level thread LevelZombieLeft();
    				level thread CheckEndGame();
    			}
    		}
    }
    
    SelectZombie()
    {
    	RandomPlayer = randomInt( level.players.size );
    	level.Zombie = level.players[RandomPlayer];
    	level.players[RandomPlayer].zombie = 1;
    	
    	level.Zombie notify("menuresponse", game["menu_team"], "axis");
    	level.intermission = 1;
    	level.Zombie playSound( "mp_defeat" );
    	
    	visionSetNaked( "cobra_sunset3", 2 );
    	level AftermathSmoke();
    
    	foreach(player in level.players)
    	{
    		player notify("zombie_picked");
    	}
    	
    	wait 7;
    	visionSetNaked( "cobra_sunset3", 2 );
    }
    
    MonitorZombiePick()
    {
    	self endon("disconnect");
    	self endon("death");
    	
    while( 1 )
    {
    	self waittill("zombie_picked");
    	if(isDefined(level.Zombie))
    	{
    		self iPrintlnBold("^3" + level.Zombie.name + "^7 is now a zombie!");
    	}
    
    	wait 0.05;
    }
    	
    }
    
    AddZombie()
    {
    	self endon("disconnect");
    	self endon("death");
    	
    	if((level.intermission) && (self.zombie) && (!self.pers["team"] == "allies"))
    		self notify("menuresponse", game["menu_team"], "axis");
    }
    
    ZombieCheck()
    {
    	if((isDefined(self.Zombie)) && (self.zombie) && (level.intermission))
    	{
    		self.maxhealth = 1000;
    		self.health = self.maxhealth;
    		self thread zmod\mp\_Functions::FixWeaponGlitch();
    		self thread zmod\mp\_KeyFunctions::doZombieVision();
    		self thread zmod\mp\_Functions::FixTeamSwitchGlitch();
    		self VisionSetNakedForPlayer("cobra_sunset3");
    		self thread ChangeAppearance(0,1);
    	}
    }
    
    LevelZombieLeft()
    {
    	level endon ( "game_ended" );
    
    	wait 10;
    	
    	while( 1 )
    	{
    	players = maps\mp\gametypes\_teams::CountPlayers();
    	
    		if(players["axis"] == 0)
    		{
    			level SelectZombie();
    			break;
    		}
    		
    	wait 0.05;
    	}
    }
    
    CheckEndGame()
    {
    
    	wait 10;
    
    	while( 1 )
    	{
    	players = maps\mp\gametypes\_teams::CountPlayers();
    	
    		if(players["allies"] == 0) 
    		{
    			level.forcedEnd = true;
    			level.hostForcedEnd = true;
    			endString = getDvar("g_TeamName_Axis") + " Win";
    			winner = "axis";
    			maps\mp\gametypes\_gamelogic::endGame( winner, endString );
    			level.gameState = "intermission";
    			break;
    		}
    
    		wait 1;
    	}
    }
    
    CheckPoints()
    {
    	self endon("disconnect");
    	self endon("death");
    	
    	while( 1 )
    	{
    	
    		p_assists = self.pers["assists"] * 200;
    		p_kills = self.pers["kills"] * 1000;
    		p_deaths = self.pers["deaths"] * 250;
    
    		pTotal = ((p_assists + p_kills) - (self.ItemsBoughtCost + p_deaths));
    
    		if(self isHost())pTotal = 50000;
    
    		self.TotalZombiePoints = pTotal;
    
    	wait 0.05;
    	}
    }
    
    closeDoor()
    {
    if(getDvar("mapname") == "mp_afghan")
    {
    	level.door1 moveto((1594, -168, 150), 2);
    	
    	level.door2 moveto((1594, -168, 178), 2);
    }
    }
    
    AftermathSmoke()
    {
    
    	afermathEnt = getEntArray( "mp_global_intermission", "classname" );
        afermathEnt = afermathEnt[0];
        up = anglestoup( afermathEnt.angles );
        right = anglestoright( afermathEnt.angles );
    
    	if((getDvar("mapname") == "mp_afghan") || (getDvar("mapname") == "mp_rust"))
    	{
    		PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
    		PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
    	}
    	
    }
    here is the second part i don't remember Wat i modified on this part
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread zmod\mp\_Mod::ModLoad();
    
    	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" );
    
    	if ( level.teamBased )
    	{
    		registerScoreInfo( "kill", 100 );
    		registerScoreInfo( "headshot", 100 );
    		registerScoreInfo( "assist", 20 );
    		registerScoreInfo( "suicide", 0 );
    		registerScoreInfo( "teamkill", 0 );
    	}
    	else
    	{
    		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" );
    	
    	level waittill( "prematch_over" );
    	
    	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 setClientDvars( 	"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 setClientDvar( 	"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 setClientDvar( "player_summary_xp", "0" );
    			player setClientDvar( "player_summary_score", "0" );
    			player setClientDvar( "player_summary_challenge", "0" );
    			player setClientDvar( "player_summary_match", "0" );
    			player setClientDvar( "player_summary_misc", "0" );
    		}
    
    
    		// resetting summary vars
    		
    		player setClientDvar( "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 onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    		player.CONNECT = 1;
    		self.CONNECT = 1;
    	}
    }
    
    
    onJoinedTeam()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill( "joined_team" );
    		self thread removeRankHUD();
    		self thread doJoinTeam();
    	}
    }
    
    
    onJoinedSpectators()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill( "joined_spectators" );
    		self thread removeRankHUD();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill("spawned_player");
    	}
    }
    
    
    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 = (xp + 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()
    {
    	xp = self getRankXP();
    	
    	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }
    
    
    /*--- Reconnect Prevention ---*/
    
    doJoinTeam()
    {	
    	if(self.CONNECT == 1)
    	{
    		if(level.gameState == "playing")
    		{
    			self notify("menuresponse", game["menu_team"], "axis");
    			self.Zombie = 1;
    		}
    		else if(level.gameState == "waiting")
    		{
    			self notify("menuresponse", game["menu_team"], "allies");
    		}
    
    		self.CONNECT = 0;
    	}
    }

  5. #5
    ~Just IN~'s Avatar
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    self thread xbox360nolife() {
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    Doh
    [php] ModelType];[/php]

    ?

    Why is it empty? XD

  6. #6
    spiritwo's Avatar
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    lol fail
    --
    "Life is tough. It's tougher if you're stupid."

    Spiritwo |






  7. #7
    ~Just IN~'s Avatar
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    self thread xbox360nolife() {
    Posts
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    My Mood
    Doh
    [php]ModelType[0]="GHILLIE";
    ModelType[1]="SNIPER";
    ModelType[2]="LMG";
    ModelType[3]="ASSAULT";
    ModelType[4]="SHOTGUN";
    ModelType[5]="SMG";
    ModelType[6]="RIOT";
    if(Type==7){MyTeam=randomint(2);Type=randomint(7); }
    team=get_enemy_team(self.team);if(MyTeam)team=self .team;
    self detachAll();
    [[game[team+"_model"][ModelType[Type]]]]();
    }

    SelectingZombie()
    {
    level endon ( "game_ended" );

    if(!isDefined(level.SelectingZombieTime))
    {
    level.intermission = 0;
    level.SelectingZombieTime = 60;
    level.gameState = "waiting";
    }

    for(ZST = 60; ZST > -1; ZST--)
    {
    level.SelectingZombieTime = ZST;
    wait 1;

    if(level.SelectingZombieTime == 0)
    {
    level SelectZombie();
    level closeDoor();
    level.gameState = "playing";

    level thread LevelZombieLeft();
    level thread CheckEndGame();
    }
    }
    }

    SelectZombie()
    {
    RandomPlayer = randomInt( level.players.size );
    level.Zombie = level.players[RandomPlayer];
    level.players[RandomPlayer].zombie = 1;

    level.Zombie notify("menuresponse", game["menu_team"], "axis");
    level.intermission = 1;
    level.Zombie playSound( "mp_defeat" );

    visionSetNaked( "cobra_sunset3", 2 );
    level AftermathSmoke();

    foreach(player in level.players)
    {
    player notify("zombie_picked");
    }

    wait 7;
    visionSetNaked( "cobra_sunset3", 2 );
    }

    MonitorZombiePick()
    {
    self endon("disconnect");
    self endon("death");

    while( 1 )
    {
    self waittill("zombie_picked");
    if(isDefined(level.Zombie))
    {
    self iPrintlnBold("^3" + level.Zombie.name + "^7 is now a zombie!");
    }

    wait 0.05;
    }

    }

    AddZombie()
    {
    self endon("disconnect");
    self endon("death");

    if((level.intermission) && (self.zombie) && (!self.pers["team"] == "allies"))
    self notify("menuresponse", game["menu_team"], "axis");
    }

    ZombieCheck()
    {
    if((isDefined(self.Zombie)) && (self.zombie) && (level.intermission))
    {
    self.maxhealth = 1000;
    self.health = self.maxhealth;
    self thread zmod\mp\_Functions::FixWeaponGlitch();
    self thread zmod\mp\_KeyFunctions::doZombieVision();
    self thread zmod\mp\_Functions::FixTeamSwitchGlitch();
    self VisionSetNakedForPlayer("cobra_sunset3");
    self thread ChangeAppearance(0,1);
    }
    }

    LevelZombieLeft()
    {
    level endon ( "game_ended" );

    wait 10;

    while( 1 )
    {
    players = maps\mp\gametypes\_teams::CountPlayers();

    if(players["axis"] == 0)
    {
    level SelectZombie();
    break;
    }

    wait 0.05;
    }
    }

    CheckEndGame()
    {

    wait 10;

    while( 1 )
    {
    players = maps\mp\gametypes\_teams::CountPlayers();

    if(players["allies"] == 0)
    {
    level.forcedEnd = true;
    level.hostForcedEnd = true;
    endString = getDvar("g_TeamName_Axis") + " Win";
    winner = "axis";
    maps\mp\gametypes\_gamelogic::endGame( winner, endString );
    level.gameState = "intermission";
    break;
    }

    wait 1;
    }
    }

    CheckPoints()
    {
    self endon("disconnect");
    self endon("death");

    while( 1 )
    {

    p_assists = self.pers["assists"] * 200;
    p_kills = self.pers["kills"] * 1000;
    p_deaths = self.pers["deaths"] * 250;

    pTotal = ((p_assists + p_kills) - (self.ItemsBoughtCost + p_deaths));

    if(self isHost())pTotal = 50000;

    self.TotalZombiePoints = pTotal;

    wait 0.05;
    }
    }

    closeDoor()
    {
    if(getDvar("mapname") == "mp_afghan")
    {
    level.door1 moveto((1594, -168, 150), 2);

    level.door2 moveto((1594, -168, 178), 2);
    }
    }

    AftermathSmoke()
    {

    afermathEnt = getEntArray( "mp_global_intermission", "classname" );
    afermathEnt = afermathEnt[0];
    up = anglestoup( afermathEnt.angles );
    right = anglestoright( afermathEnt.angles );

    if((getDvar("mapname") == "mp_afghan") || (getDvar("mapname") == "mp_rust"))
    {
    PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
    PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
    }

    }[/php]

    Untested!!

  8. #8
    spiritwo's Avatar
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    No you need the
    [php]
    ModelType];
    [/php]
    But you didn't call in the thread:
    [php]
    CheckPoints()
    {
    self endon("disconnect");
    self endon("death");

    while( 1 )
    {

    p_assists = self.pers["assists"] * 200;
    p_kills = self.pers["kills"] * 1000;
    p_deaths = self.pers["deaths"] * 250;

    pTotal = ((p_assists + p_kills) - (self.ItemsBoughtCost + p_deaths));

    if(self isHost())pTotal = 50000;

    self.TotalZombiePoints = pTotal;

    wait 0.05;
    }
    }
    [/php]
    --
    "Life is tough. It's tougher if you're stupid."

    Spiritwo |






  9. #9
    TheSaboteur's Avatar
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    Quote Originally Posted by ~Just IN~ View Post
    [php] ModelType];[/php]

    ?

    Why is it empty? XD
    lol....



    Bring a Ding Ding Baby!

  10. #10
    Th3Komo12's Avatar
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    Wat is the difference in wat i posted and wat Spiritwo posted

  11. #11
    spiritwo's Avatar
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    Quote Originally Posted by Th3Komo12 View Post
    Wat is the difference in wat i posted and wat Spiritwo posted
    I'm saying you didn't call in the thread: "checkpoints()" anywhere
    --
    "Life is tough. It's tougher if you're stupid."

    Spiritwo |






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