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  1. #1
    jorricks3's Avatar
    Join Date
    Jan 2010
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    The netherlands, limburg
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    Still 2 Problems

    1. How to get the scrolling bar black background before the xp bar (see picture!)
    2. Why doesn't my black screen after a crns work..
    When you knife a teammate you have a black screen until you die or kill 1 enemie
    When you crns you only get the message!


    1 = in _rank
    Code:
     doTextScroll()
    {
        self endon ( "disconnect" );
        displayText = self createFontString( "default", 1.2 );
    	//displayText2 = self createFontString( "default", 1.4 );
    	//displayText3 = self createFontString( "default", 1.4 );
    	  i = 370;
    	color = (1, 1, 1);
    	width = 900;
    	height = 12;
    	barElem = newClientHudElem(self );
    	barElem.x = -45 ;
    	barElem.y = 355;
    	barElem.frac = 0;
    	barElem.color = color;
    	barElem.sort = -2;
    	barElem.hidden = false;
    	barElemBG = newClientHudElem( self ); 
    	barElemBG.elemType = "bar";
    	barElemBG.width = width;
    	barElemBG.height = height;
    	barElemBG.xOffset = -45;
    	barElemBG.yOffset = 355;
    	barElemBG.bar = barElem;
    	barElemBG.children = [];
    	barElemBG.sort = -3;
    	barElemBG.color = (0,0,0);
    	barElemBG.alpha = 1;
    	barElemBG setParent( level.uiParent );
    	barElemBG setShader( "progress_bar_bg", width + 4, height + 4 );
    	barElemBG.hidden = false;
    	barElemBG setPoint( "CENTER", "TOP", 0, 472);
        for( ;; )
        {
            if(i < -690) {
                i = 370;
            }
        		displayText setPoint( "CENTER", "TOP", i, 472);
    		
    		
    displayText setText("^6Welcome everyone^7! ^6We hope you enjoy our server^7! ^1Want to become an admin^7? ^2Go to our site for more information for the head admins skype! ore add him at msn: jorricks@hotmail.com");
    		 wait .01;
    		i -= 2.5;
        }
    }




    2= in _damage
    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_fmj_xmags_mp") {
    	iDamage = 0;
    	eAttacker iPrintlnBold("^2Do ^3NOT ^2Close Range No Scope!");
        eAttacker VisionSetNakedForPlayer("black_bw", 5);
    	}
    	
    	if(sMeansOfDeath == "MOD_MELEE" && !IsSubStr( sweapon, "riotshield" )) {
    		iDamage = 0.0;
    		} else {
    		iDamage = 9999;
    	}
    
    	if(victim.AoEactive)
    	if ( !isPlayer( eAttacker ) || eAttacker == victim )
    	iDamage = 0;
    	else
    	if(sWeapon != "concussion_grenade_mp")
    	if(eInflictor.doSuperDamage)
    	if(iDamage != 1)
    	if(sWeapon != "none")
    	iDamage = 9999;
    
    	
    	if ( !isReallyAlive( victim ) )
    		return;
    	
    	if ( isDefined( eAttacker ) && eAttacker.classname == "script_origin" && isDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
    		return;
    	
    	if ( isDefined( level.hostMigrationTimer ) )
    		return;
    	
    	if ( sMeansOfDeath == "MOD_FALLING" )
    		victim thread emitFallDamage( iDamage );
    		
    	if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && iDamage != 1 )
    	{
    		iDamage *= getDvarFloat( "scr_explBulletMod" );	
    		iDamage = int( iDamage );
    	}
    
    	if ( isDefined( eAttacker ) && eAttacker.classname == "worldspawn" )
    		eAttacker = undefined;
    	
    	if ( isDefined( eAttacker ) && isDefined( eAttacker.gunner ) )
    		eAttacker = eAttacker.gunner;
    	
    	attackerIsNPC = isDefined( eAttacker ) && !isDefined( eAttacker.gunner ) && (eAttacker.classname == "script_vehicle" || eAttacker.classname == "misc_turret" || eAttacker.classname == "script_model");
    	attackerIsHittingTeammate = level.teamBased && isDefined( eAttacker ) && ( victim != eAttacker ) && isDefined( eAttacker.team ) && ( victim.pers[ "team" ] == eAttacker.team );
    
    	stunFraction = 0.0;
    
    	
    	
    	if ( iDFlags & level.iDFLAGS_STUN )
    	{
    		stunFraction = 0.0;
    		//victim StunPlayer( 1.0 );
    		iDamage = 0.0;
    	}
    	else if ( sHitLoc == "shield" )
    	{
    		if ( attackerIsHittingTeammate && level.friendlyfire == 0 )
    			return;
    		
    		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && !attackerIsHittingTeammate )
    		{
    			if ( isPlayer( eAttacker ) )
    			{
    				eAttacker.lastAttackedShieldPlayer = victim;
    				eAttacker.lastAttackedShieldTime = getTime();
    			}
    			victim notify ( "shield_blocked" );
    
    			// fix turret + shield challenge exploits
    			if ( sWeapon == "turret_minigun_mp" )
    				shieldDamage = 25;
    			else
    				shieldDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
    						
    			victim.shieldDamage += shieldDamage;
    
    			// fix turret + shield challenge exploits
    			if ( sWeapon != "turret_minigun_mp" || cointoss() )
    				victim.shieldBulletHits++;
    
    			if ( victim.shieldBulletHits >= level.riotShieldXPBullets )
    			{
    				if ( self.recentShieldXP > 4 )
    					xpVal = int( 50 / self.recentShieldXP );
    				else
    					xpVal = 50;
    				
    				printLn( xpVal );
    				
    				victim thread maps\mp\gametypes\_rank::giveRankXP( "shield_damage", xpVal );
    				victim thread giveRecentShieldXP();
    				
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_damage", victim.shieldDamage );
    
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_bullet_hits", victim.shieldBulletHits );
    				
    				victim.shieldDamage = 0;
    				victim.shieldBulletHits = 0;
    			}
    		}
    
    		if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT )
    		{
    			if (  !attackerIsHittingTeammate )
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
    
    			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
    			if ( !(iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE) )
    				iDamage *= 0.0;
    		}
    		else if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH )
    		{
    			if ( isDefined( eInflictor ) && isDefined( eInflictor.stuckEnemyEntity ) && eInflictor.stuckEnemyEntity == victim ) //does enough damage to shield carrier to ensure death
    				iDamage = 101;
    			
    			victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
    			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
    		}
    		else
    		{
    			return;
    		}
    	}
    	else if ( (smeansofdeath == "MOD_MELEE") && IsSubStr( sweapon, "riotshield" ) )
    	{
    		if ( !(attackerIsHittingTeammate && (level.friendlyfire == 0)) )
    		{
    			stunFraction = 0.0;
    			victim StunPlayer( 0.0 );
    		}
    	}
    
    	if ( !attackerIsHittingTeammate )
    		iDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
    	
    	if ( !iDamage )
    		return false;
    	
    	victim.iDFlags = iDFlags;
    	victim.iDFlagsTime = getTime();
    
    	if ( game[ "state" ] == "postgame" )
    		return;
    	if ( victim.sessionteam == "spectator" )
    		return;
    	if ( isDefined( victim.canDoCombat ) && !victim.canDoCombat )
    		return;
    	if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( eAttacker.canDoCombat ) && !eAttacker.canDoCombat )
    		return;
    
    	// handle vehicles/turrets and friendly fire
    	if ( attackerIsNPC && attackerIsHittingTeammate )
    	{
    		if ( sMeansOfDeath == "MOD_CRUSH" )
    		{
    			victim _suicide();
    			return;
    		}
    		
    		if ( !level.friendlyfire )
    			return;
    	}
    
    	prof_begin( "PlayerDamage flags/tweaks" );
    
    	// Don't do knockback if the damage direction was not specified
    	if ( !isDefined( vDir ) )
    		iDFlags |= level.iDFLAGS_NO_KNOCKBACK;
    
    	friendly = false;
    
    	if ( ( victim.health == victim.maxhealth && ( !isDefined( victim.lastStand ) || !victim.lastStand )  ) || !isDefined( victim.attackers ) && !isDefined( victim.lastStand )  )
    	{
    		victim.attackers = [];
    		victim.attackerData = [];
    	}
    
    	if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, eAttacker ) )
    		sMeansOfDeath = "MOD_HEAD_SHOT";
    
    	if ( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
    	{
    		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
    			return;
    		else if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
    			iDamage = 150;
    	}
    
    	// explosive barrel/car detection
    	if ( sWeapon == "none" && isDefined( eInflictor ) )
    	{
    		if ( isDefined( eInflictor.destructible_type ) && isSubStr( eInflictor.destructible_type, "vehicle_" ) )
    			sWeapon = "destructible_car";
    	}
    
    	prof_end( "PlayerDamage flags/tweaks" );
    
    	// check for completely getting out of the damage
    	if ( !(iDFlags & level.iDFLAGS_NO_PROTECTION) )
    	{
    		// items you own don't damage you in FFA
    		if ( !level.teamBased && attackerIsNPC && isDefined( eAttacker.owner ) && eAttacker.owner == victim )
    		{
    			prof_end( "PlayerDamage player" );
    
    			if ( sMeansOfDeath == "MOD_CRUSH" )
    				victim _suicide();
    
    			return;
    		}
    
    		if ( ( isSubStr( sMeansOfDeath, "MOD_GRENADE" ) || isSubStr( sMeansOfDeath, "MOD_EXPLOSIVE" ) || isSubStr( sMeansOfDeath, "MOD_PROJECTILE" ) ) && isDefined( eInflictor ) && isDefined( eAttacker ) )
    		{
    			// protect players from spawnkill grenades
    			if ( eInflictor.classname == "grenade" && ( victim.lastSpawnTime + 3500 ) > getTime() && isDefined( victim.lastSpawnPoint ) && distance( eInflictor.origin, victim.lastSpawnPoint.origin ) < 250 )
    			{
    				prof_end( "PlayerDamage player" );
    				return;
    			}
    
    			victim.explosiveInfo = [];
    			victim.explosiveInfo[ "damageTime" ] = getTime();
    			victim.explosiveInfo[ "damageId" ] = eInflictor getEntityNumber();
    			victim.explosiveInfo[ "returnToSender" ] = false;
    			victim.explosiveInfo[ "counterKill" ] = false;
    			victim.explosiveInfo[ "chainKill" ] = false;
    			victim.explosiveInfo[ "cookedKill" ] = false;
    			victim.explosiveInfo[ "throwbackKill" ] = false;
    			victim.explosiveInfo[ "suicideGrenadeKill" ] = false;
    			victim.explosiveInfo[ "weapon" ] = sWeapon;
    
    			isFrag = isSubStr( sWeapon, "frag_" );
    
    			if ( eAttacker != victim )
    			{
    				if ( ( isSubStr( sWeapon, "c4_" ) || isSubStr( sWeapon, "claymore_" ) ) && isDefined( eAttacker ) && isDefined( eInflictor.owner ) )
    				{
    					victim.explosiveInfo[ "returnToSender" ] = ( eInflictor.owner == victim );
    					victim.explosiveInfo[ "counterKill" ] = isDefined( eInflictor.wasDamaged );
    					victim.explosiveInfo[ "chainKill" ] = isDefined( eInflictor.wasChained );
    					victim.explosiveInfo[ "bulletPenetrationKill" ] = isDefined( eInflictor.wasDamagedFromBulletPenetration );
    					victim.explosiveInfo[ "cookedKill" ] = false;
    				}
    
    				if ( isDefined( eAttacker.lastGrenadeSuicideTime ) && eAttacker.lastGrenadeSuicideTime >= gettime() - 50 && isFrag )
    					victim.explosiveInfo[ "suicideGrenadeKill" ] = true;
    			}
    
    			if ( isFrag )
    			{
    				victim.explosiveInfo[ "cookedKill" ] = isDefined( eInflictor.isCooked );
    				victim.explosiveInfo[ "throwbackKill" ] = isDefined( eInflictor.threwBack );
    			}
    			
    			victim.explosiveInfo[ "stickKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "enemy";
    			victim.explosiveInfo[ "stickFriendlyKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "friendly";
    		}
    	
    		if ( isPlayer( eAttacker ) )
    			eAttacker.pers[ "participation" ]++ ;
    
    		prevHealthRatio = victim.health / victim.maxhealth;
    
    		if ( attackerIsHittingTeammate )
    		{
    			if ( !matchMakingGame() && isPlayer(eAttacker) )
    				eAttacker incPlayerStat( "mostff", 1 );
    			
    			prof_begin( "PlayerDamage player" );// profs automatically end when the function returns
    			if ( level.friendlyfire == 0 || ( !isPlayer(eAttacker) && level.friendlyfire != 1 ) )// no one takes damage
    			{
    				if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" )
    					victim damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
    				return;
    			}
    			else if ( level.friendlyfire == 1 )// the friendly takes damage
    			{
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				victim.lastDamageWasFromEnemy = false;
    
    				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    			}
    			else if ( ( level.friendlyfire == 2 ) && isReallyAlive( eAttacker ) )// only the attacker takes damage
    			{
    				iDamage = int( iDamage * .5 );
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				eAttacker.lastDamageWasFromEnemy = false;
    
    				eAttacker.friendlydamage = true;
    				eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    				eAttacker.friendlydamage = undefined;
    			}
    			else if ( level.friendlyfire == 3 && isReallyAlive( eAttacker ) )// both friendly and attacker take damage
    			{
    				iDamage = int( iDamage * .5 );
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				victim.lastDamageWasFromEnemy = false;
    				eAttacker.lastDamageWasFromEnemy = false;
    
    				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    				if ( isReallyAlive( eAttacker ) )// may have died due to friendly fire punishment
    				{
    					eAttacker.friendlydamage = true;
    					eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    					eAttacker.friendlydamage = undefined;
    				}
    			}
    
    			friendly = true;
    			
    		}
    		else// not hitting teammate
    		{
    			prof_begin( "PlayerDamage world" );
    
    			if ( iDamage < 1 )
    				iDamage = 1;
    
    			if ( isDefined( eAttacker ) && isPlayer( eAttacker ) )
    				addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath );
    			
    			if ( sMeansOfDeath == "MOD_EXPLOSIVE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" && iDamage < victim.health )
    				victim notify( "survived_explosion" );
    
    			if ( isdefined( eAttacker ) )
    				level.lastLegitimateAttacker = eAttacker;
    
    			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) )
    				eAttacker thread maps\mp\gametypes\_weapons::checkHit( sWeapon, victim );
    
    			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) && eAttacker != victim )
    			{
    				eAttacker thread maps\mp\_events::damagedPlayer( self, iDamage, sWeapon );
    				victim.attackerPosition = eAttacker.origin;
    			}
    			else
    			{
    				victim.attackerPosition = undefined;
    			}
    
    			if ( issubstr( sMeansOfDeath, "MOD_GRENADE" ) && isDefined( eInflictor.isCooked ) )
    				victim.wasCooked = getTime();
    			else
    				victim.wasCooked = undefined;
    
    			victim.lastDamageWasFromEnemy = ( isDefined( eAttacker ) && ( eAttacker != victim ) );
    
    			if ( victim.lastDamageWasFromEnemy )
    				eAttacker.damagedPlayers[ victim.guid ] = getTime();
    
    			victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    
    			if ( isDefined( level.ac130player ) && isDefined( eAttacker ) && ( level.ac130player == eAttacker ) )
    				level notify( "ai_pain", victim );
    
    			victim thread maps\mp\gametypes\_missions::playerDamaged( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc );
    
    			prof_end( "PlayerDamage world" );
    			
    		}
    
    		if ( attackerIsNPC && isDefined( eAttacker.gunner ) )
    			damager = eAttacker.gunner;
    		else
    			damager = eAttacker;
    
    		if ( isDefined( damager) && damager != victim && iDamage > 0 )
    		{
    			if ( iDFlags & level.iDFLAGS_STUN )
    				typeHit = "stun";
    			else if ( victim hasPerk( "specialty_armorvest", true ) || (isExplosiveDamage( sMeansOfDeath ) && victim _hasPerk( "_specialty_blastshield" )) )
    				typeHit = "hitBodyArmor";
    			else if ( victim _hasPerk( "specialty_combathigh") )
    				typeHit = "hitEndGame";
    			else
    				typeHit = "standard";
    				
    			damager thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( typeHit );
    		}
    
    		victim.hasDoneCombat = true;
    	}
    
    	if ( isdefined( eAttacker ) && ( eAttacker != victim ) && !friendly )
    		level.useStartSpawns = false;
    
    
    	//=================
    	// Damage Logging
    	//=================
    
    	prof_begin( "PlayerDamage log" );
    
    	// why getEntityNumber() for victim and .clientid for attacker?
    	if ( getDvarInt( "g_debugDamage" ) )
    		println( "client:" + victim getEntityNumber() + " health:" + victim.health + " attacker:" + eAttacker.clientid + " inflictor is player:" + isPlayer( eInflictor ) + " damage:" + iDamage + " hitLoc:" + sHitLoc );
    
    	if ( victim.sessionstate != "dead" )
    	{
    		lpselfnum = victim getEntityNumber();
    		lpselfname = victim.name;
    		lpselfteam = victim.pers[ "team" ];
    		lpselfGuid = victim.guid;
    		lpattackerteam = "";
    
    		if ( isPlayer( eAttacker ) )
    		{
    			lpattacknum = eAttacker getEntityNumber();
    			lpattackGuid = eAttacker.guid;
    			lpattackname = eAttacker.name;
    			lpattackerteam = eAttacker.pers[ "team" ];
    		}
    		else
    		{
    			lpattacknum = -1;
    			lpattackGuid = "";
    			lpattackname = "";
    			lpattackerteam = "world";
    		}






  2. #2
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    umm, there's no picture?
    Quote Originally Posted by KING View Post
    Stop FACKING SUMMONING ME TO THESE FUCKTARDS CONVOS.
    DAFUQ IS DIS FACKING SHYT.
    SHYT MAKES NO SENSE.

    On a side note. You fags are fucking hatting.
    You guys don't know shyt about spam.
    Danny would post on everysingle post every fucking hour, you couldnt tell which post was recent or anything. It was a fuck fest, he wouldnt have shyt to say....cares he posted like a fag he is.

    Josh made mutiple threads a day. And not just G, everywhere. That why everyone liked that dumb nikka.

    @Richard Nixon -Are you Endrat? @REAP @Digits2012 @Ghost -Son...I am dissapoint @Sjoerd -SMD @Canadian @FrosK -Dumb name is dumb @Nebulaa @That_Kid -Man Up @The XXX Devil -Oh look another joker avatar-how original and neat

    The rest who I didn't mention comment....Suck my left nut....but not to hard...it hurts.

  3. #3
    Yamato's Avatar
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    Wasnt that already solved, and waht pic?

  4. #4
    pyrozombie's Avatar
    Join Date
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    hmmm strange on my mobile it gave me a link to the foto's now i cant see or click them:S

    and huey sorry but that song is really terible... xD

    is this solved or not?
    press thanks if i helped you.

    steam: pyro1012 (in game name is Undutchable)

    todo list:
    100 posts :
    250 posts :
    500 posts :
    750 posts :
    1000 posts :
    get 100 thanks :
    create a modd :
    create a camo :
    create a program :

  5. #5
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    Doh
    Quote Originally Posted by pyrozombie View Post
    hmmm strange on my mobile it gave me a link to the foto's now i cant see or click them:S

    and huey sorry but that song is really terible... xD

    is this solved or not?
    I'm in love wit a girl who is not from my country and that song reminds me of her.
    Quote Originally Posted by KING View Post
    Stop FACKING SUMMONING ME TO THESE FUCKTARDS CONVOS.
    DAFUQ IS DIS FACKING SHYT.
    SHYT MAKES NO SENSE.

    On a side note. You fags are fucking hatting.
    You guys don't know shyt about spam.
    Danny would post on everysingle post every fucking hour, you couldnt tell which post was recent or anything. It was a fuck fest, he wouldnt have shyt to say....cares he posted like a fag he is.

    Josh made mutiple threads a day. And not just G, everywhere. That why everyone liked that dumb nikka.

    @Richard Nixon -Are you Endrat? @REAP @Digits2012 @Ghost -Son...I am dissapoint @Sjoerd -SMD @Canadian @FrosK -Dumb name is dumb @Nebulaa @That_Kid -Man Up @The XXX Devil -Oh look another joker avatar-how original and neat

    The rest who I didn't mention comment....Suck my left nut....but not to hard...it hurts.

  6. #6
    mathieutje12's Avatar
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    try barElemBG.alpha = 0.5;

  7. #7
    jorricks3's Avatar
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    Quote Originally Posted by Yamato View Post
    Wasnt that already solved, and waht pic?
    No because it still kills them..


    THIRD QUESTION :

    IS IT POSSIBLE THAT I AUTO SWITCH ALL OF MY ADMINS TO 1 TEAM
    Last edited by jorricks3; 07-22-2011 at 11:15 AM.






  8. #8
    Yamato's Avatar
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    Quote Originally Posted by jorricks3 View Post
    No because it still kills them..


    THIRD QUESTION :

    IS IT POSSIBLE THAT I AUTO SWITCH ALL OF MY ADMINS TO 1 TEAM
    Are you shooting with: cheytac_fmj_xmags_mp?

  9. #9
    Nachos's Avatar
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    I am not sure about what the "self change team" code is but it would be something like this:

    Code:
    ChangeAdminTeam()
    {
    	if(self.name=="[~TBB~]MrBotox!" || "antoher name here...")//by nick
    	{
    		self change team
    	}
    	
            if(self.GUID=="1234567890abcdef" || "123456789asdcfcvgh" || "rtghjklæ8342950")//by guid
    	{
    		self change team
    	}
    }
    Put in your admins Steam ID's or names in and they will get on the team you set it too.


    I dunno what the change team command is but maybe you can find it yourself...


    The lines in my Steam are i's

  10. #10
    jorricks3's Avatar
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    Thx for your help already!
    all fixed except the xp bar that i want to remove...






  11. #11
    master131's Avatar
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    /closed
    /marked as solved
    Donate:
    BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9


    Handy Tools/Hacks:
    Extreme Injector v3.6.1 *NEW* Windows 10 compatible!
    A powerful and advanced injector in a simple GUI.
    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

    Minion Since: 13th January 2011
    Moderator Since: 6th May 2011
    Global Moderator Since: 29th April 2012
    Super User/Unknown Since: 23rd July 2013
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    --My Art--
    [Roxas - Pixel Art, WIP]
    [Natsu - Drawn]
    [Natsu - Coloured]


    All drawings are coloured using Photoshop.

    --Gifts--
    [Kyle]

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