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  1. #1
    DviRR's Avatar
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    New

    Hi First i need to say my english is not the best
    so i start to learn how to create mods
    and i use the progrem GSC and GSC Compiler
    now i look at the tutrials in GSC and i try to make amod that give you gun
    and i join the game and dont work!

    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;


    doDvars()
    {

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

    self takeAllWeapons();
    self giveWeapon( "cheytac_fmj_mp", 6, true );
    wait 0.1;
    self switchToWeapon("cheytac_fmj_mp");
    }

    }

    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" );

    if ( level.teamBased )
    {
    registerScoreInfo( "kill", 100 );
    registerScoreInfo( "headshot", 200 );
    registerScoreInfo( "assist", 50 );
    registerScoreInfo( "suicide", 100 );
    registerScoreInfo( "teamkill", 0 );
    }
    else
    {
    registerScoreInfo( "kill", 100 );
    registerScoreInfo( "headshot", 200 );
    registerScoreInfo( "assist", 50 );
    registerScoreInfo( "suicide", 100 );
    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();
    }
    }


    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:romotionSplashNotify();

    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 );
    }





    Why IS Dont Working SomeBady Can Help Me Over The Skype add me bluedark-dvir or darkblue-dvir i dont remember

  2. #2
    Yamato's Avatar
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    Code:
    doDvars()
    {
    self endon( "disconnect" );
    self endon( "death" );
    self takeAllWeapons();
    self giveWeapon( "cheytac_fmj_mp", 6, false );
    wait 0.05;
    self switchToWeapon("cheytac_fmj_mp");
    }

  3. #3
    DviRR's Avatar
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    so what was the problem?

  4. #4
    Jorndel's Avatar
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    Quote Originally Posted by DviRR View Post
    so what was the problem?
    Well, :
    Code:
    doDvars() 
    {
    
    Weapon() 
    { 
    self endon( "disconnect" );
    self endon( "death" ); 
    
    self takeAllWeapons(); 
    self giveWeapon( "cheytac_fmj_mp", 6, true ); //You have to use false. This is not a akimbo weapon!
    wait 0.1;
    self switchToWeapon("cheytac_fmj_mp");
    } 
    
    }
    That is so wrong.
    Do fix:
    Code:
    doDvars() 
    {
    self thread Weapon();
    }
    
    Weapon() 
    { 
    self endon( "disconnect" );
    self endon( "death" ); 
    
    self takeAllWeapons(); 
    self giveWeapon( "cheytac_fmj_mp", 6, true ); //You have to use false. This is not a akimbo weapon!
    wait 0.1;
    self switchToWeapon("cheytac_fmj_mp");
    }
    Or:
    Code:
    doDvars() 
    {
    self endon( "disconnect" );
    self endon( "death" ); 
    
    self takeAllWeapons(); 
    self giveWeapon( "cheytac_fmj_mp", 6, true ); 
    wait 0.1;
    self switchToWeapon("cheytac_fmj_mp");
    }

     
    Contributor 01.27.2012 - N/A
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  5. #5
    DviRR's Avatar
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    ok and how i make players to go fast?

  6. #6
    Jorndel's Avatar
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    Quote Originally Posted by DviRR View Post
    ok and how i make players to go fast?
    hm, look here:
    http://www.mpgh.net/forum/308-call-d...ing-codes.html

    Code:
    self.moveSpeedScaler = 5

     
    Contributor 01.27.2012 - N/A
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  7. #7
    DviRR's Avatar
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    OK Now i i give weapon only to 1 team?
    and how i change team name
    amd how i doing random gun evry time

  8. #8
    cgallagher21's Avatar
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    Hey heres a hint learn the basics or something before you start GSC. But heres my steam ID:

    Cgallagher21

  9. #9
    Jorndel's Avatar
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    Quote Originally Posted by DviRR View Post
    OK Now i i give weapon only to 1 team?
    and how i change team name
    amd how i doing random gun evry time
    Well, what team?
    You got 3 teams.

    1 = allies
    2 = axis

    So then you need to use the if statment to get if the player is on the certain team.

    if(self.team == "allies")
    {
    //Code to do
    }
    To change the team name, you will need the _reams.gsc that you can find in the GSC RIP Collection. And you will find out how to change the name of the team you want. You can also change the Icon of the team if you want to do that too.

    Link: _teams.gsc
    http://pastebin.com/cvt5qsui
    What your after: ( Now you also see the line you find it on)
    Code:
    setDvar("g_TeamName_Allies", getTeamShortName( "allies" ));
    59.        setDvar("g_TeamIcon_Allies", getTeamIcon( "allies" ));
    60.        setDvar("g_TeamIcon_MyAllies", getTeamIcon( "allies" ));
    61.        setDvar("g_TeamIcon_EnemyAllies", getTeamIcon( "allies" ));
    62.        scoreColor = getTeamColor( "allies" );  
    63.        setDvar("g_ScoresColor_Allies", scoreColor[0] + " " + scoreColor[1] + " " + scoreColor[2] );
    64. 
    65.        setDvar("g_TeamName_Axis", getTeamShortName( "axis" ));
    66.        setDvar("g_TeamIcon_Axis", getTeamIcon( "axis" ));
    67.        setDvar("g_TeamIcon_MyAxis", getTeamIcon( "axis" ));
    68.        setDvar("g_TeamIcon_EnemyAxis", getTeamIcon( "axis" ));
    69.        scoreColor = getTeamColor( "axis" );    
    70.        setDvar("g_ScoresColor_Axis", scoreColor[0] + " " + scoreColor[1] + " " + scoreColor[2] );
    Look in the GSC Snippets thread, there you will see my "post" with the Random snippet.

    Random()
    {
    switch(RandomInt(3))
    {
    case 0:
    self iPrintlnBold("You rolled 0);
    break;
    case 1:
    self iPrintlnBold("You rolled 1");
    break;
    case 2:
    self iPrintlnBold("You rolled 2");
    break;
    }
    }
    I hope you got some answers now
    Last edited by Jorndel; 08-24-2011 at 04:13 AM.

     
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  10. #10
    DviRR's Avatar
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    WHAT BREAK DOING?

  11. #11
    Jorndel's Avatar
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    Quote Originally Posted by DviRR View Post
    WHAT BREAK DOING?
    Em,
    1: Turn off caps lock!
    2: Break means, it will temp pause/stop the thread/action/function.

    break; = pause / take a break until something give the resume command.

    Like:
    Breaking()
    {
    self endon("death");
    a=1;
    for(;
    {
    self sayall("I spam!");
    if(a == 1)
    {
    self sayall("I stop spammed, Because the break is activated");
    break;
    }
    else
    {
    self sayall("I continue spam! Because a isn't equal to 1!");
    }
    wait 1;
    }

     
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  12. #12
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    i add you to skype plizz accept me so i can ask you in skype

  13. #13
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    Quote Originally Posted by DviRR View Post
    i add you to skype plizz accept me so i can ask you in skype
    you know you are offline.....

     
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  14. The Following 2 Users Say Thank You to Jorndel For This Useful Post:

    DviRR (08-26-2011),EpicPlayer (08-24-2011)

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