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  1. #1
    lorutorci's Avatar
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    Question Knife Demotion/Humilation on gun game mod

    Hi all,
    Is there a source code for the Gun Game mod to put in demotion/humilation, as in Black Ops, which will derank you down to first weapon level.
    I'll put in the gsc code, so that you can edit it and hopefully get it to have the demotion.


    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    initGuns()
    {
    	self.inverse = false; //Inverted gungame?
    	self.upgscore = 50; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
    	self.finalkills = 1; //Kills to win after getting final weapon
    	self.gunList = [];
    	// Gun Name, Laser Sight, Akimbo
    	self.gunList[0] = createGun("m21_fmj_mp", 7, false, false);
    	self.gunList[1] = createGun("deserteagle_akimbo_mp", 7, false, false);
    	self.gunList[2] = createGun("barrett_fmj_mp", 7, false, false);
    	self.gunList[3] = createGun("fn2000_reflex_silencer_mp", 8, false, false);
    	self.gunList[4] = createGun("aug_grip_mp", 8, false, false);
    	self.gunList[5] = createGun("fal_acog_mp", 7, true, false);
    	self.gunList[6] = createGun("ump45_reflex_rof_mp", 6, true, false);
    	self.gunList[7] = createGun("uzi_reflex_rof_mp", 8, true, true);
    	self.gunList[8] = createGun("famas_acog_silencer_mp", 8, true, false);
    	self.gunList[9] = createGun("rpd_grip_mp", 7, true, true);
    	self.gunList[10] = createGun("mp5k_reflex_rof_mp", 7, true, true);
    	self.gunList[11] = createGun("scar_reflex_mp", 8, true, false);
    	self.gunList[12] = createGun("mg4_grip_mp", 7, true, false);
    	self.gunList[13] = createGun("tavor_silencer_xmags_mp", 6, true, false);
    	self.gunList[14] = createGun("masada_acog_silencer_mp", 6, true, false);
    	self.gunList[15] = createGun("cheytac_fmj_mp", 8, true, false);
    	self.gunList[16] = createGun("p90_eotech_rof_mp", 8, true, false);
    	self.gunList[17] = createGun("ak47_reflex_silencer_mp", 8, true, false);
    	self.gunList[18] = createGun("tmp_akimbo_silencer_mp", 7, true, false);
    	self.gunList[19] = createGun("pp2000_akimbo_silencer_mp", 6, true, false);
    	self.gunList[20] = createGun("beretta393_silencer_xmags_mp", 5, true, false);
    	self.gunList[21] = createGun("glock_akimbo_silencer_mp", 8, true, false);
    	self.gunList[22] = createGun("deserteaglegold_mp", 7, true, false);
    	self.gunList[23] = createGun("throwingknife_mp", 6, 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_hardpoints", 0);
    }
    
    doDvars() //Put threads that are called with every respawn
    {
    	setDvar("g_speed", 220);
    	setDvar("bg_fallDamageMaxHeight", 1);
    	setDvar("bg_fallDamageMinHeight", 99999);
    	self setClientDvar("player_meleerange", 0);
    	self setPlayerData( "killstreaks", 0, "none" );
    	self setPlayerData( "killstreaks", 1, "none" );
    	self setPlayerData( "killstreaks", 2, "none" );
    	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.inverse){
    			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("^2Press [{+actionslot 1}] to Toggle Night Vision");
    		//DO NOT REMOVE THE FOLLOWING LINE
    		self thread maps\mp\gametypes\_hud_message::hintMessage("^3E^2N^1J^4O^5Y ^1www.^3YOUTUBE^1.com/^2FabianxMB");
    		self thread maps\mp\gametypes\_hud_message::hintMessage("^2Made By [FabianMB]");
    		//DO NOT REMOVE THAT ^
    		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("^2LEVEL DOWN!");
    				curscore = self.score;
    			}else if((self.score - curscore >= self.upgscore)){
    				self.curgun++;
    				self thread maps\mp\gametypes\_hud_message::hintMessage("^2LEVEL UP!");
    				curscore = self.score;
    			}
    		}
    		while(self getCurrentWeapon() != self.gunList[self.curgun].name){
    			if(self.gunList[self.curgun].laser) self setclientDvar("laserForceOn", 0);
    			else self setclientDvar("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", 1);
    		self setClientDvar("cg_scoreboardPingText", 1);
    		self setClientDvar("com_maxfps", 0);
    		self setClientDvar("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 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 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 );
    }
    I'm using Fabian MP Gun Game. I do not own this file.
    Things to do:
    [] - done, [] - need to complete
    Make a mod for mw2 []
    Make a working mod for mw2 []
    Hack PB []
    Make a bot for RS []
    Reach 100 posts []
    Make an mw2 clan []
    Get a 150 killstreak on mw2 []
    Bot a lvl 99 on Runescape []

    _____________________________________________








    Click here to win a million dollars!!!

  2. #2
    Jorndel's Avatar
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    You mean to revers the gun game? Start with the last weapons and you rank down for kills?

    Change the:

    self.inverse = false;

    to

    self.inverse = true;

    Then the Gun Game will start with the last level and rank you to level 1

     
    Contributor 01.27.2012 - N/A
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  3. #3
    lorutorci's Avatar
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    no i mean like its in black ops
    u get knifed u go to the first level
    Things to do:
    [] - done, [] - need to complete
    Make a mod for mw2 []
    Make a working mod for mw2 []
    Hack PB []
    Make a bot for RS []
    Reach 100 posts []
    Make an mw2 clan []
    Get a 150 killstreak on mw2 []
    Bot a lvl 99 on Runescape []

    _____________________________________________








    Click here to win a million dollars!!!

  4. #4
    jimmynguyen3030's Avatar
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    I Made a gungame just like that but I forgot the code

  5. #5
    master131's Avatar
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    You gotta go inside _damage.gsc and replace the code with this:

    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	
        if(sMeansOfDeath == "MOD_MELEE")
            victim.curgun--;
    Donate:
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  6. The Following User Says Thank You to master131 For This Useful Post:

    lorutorci (05-13-2011)