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  1. #1
    Chaojon's Avatar
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    Exclamation Script compile error - Unknown function (check console for details)

    hello
    I made my own mod (gungame) and loaded it to the game-CoD MW2
    the mod script is
    Code:
    #
    #include common_scripts\utility;
    #
    #include maps\mp\_utility;
    #
    #include maps\mp\gametypes\_hud_util;
    #
     
    #
    initGuns()
    #
    {
    #
            self.inverse = false; //Inverted gungame?
    #
            self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
    #
            self.finalkills = 2; //Kills to win after getting final weapon
    #
            self.gunList = [];
    #
            // Gun Name, Laser Sight, Akimbo
    #
            self.gunList[0] = createGun("throwingknife_mp", 9, false, false);
    #
            self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
    #
            self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
    #
            self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
    #
            self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
    #
            self.gunList[5] = createGun("pp2000_mp", 9, true, false);
    #
            self.gunList[6] = createGun("tmp_mp", 9, true, false);
    #
            self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
    #
            self.gunList[8] = createGun("glock_mp", 9, true, false);
    #
            self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
    #
            self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
    #
            self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
    #
            self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
    #
            self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
    #
            self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
    #
            self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
    #
            self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
    #
            self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
    #
            self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
    #
            self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
    #
            self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
    #
            self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
    #
            self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
    #
            self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
    #
            self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
    #
            self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
    #
            self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
    #
            self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
    #
            self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
    #
            self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
    #
            self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
    #
            self.gunList[31] = createGun("m79_mp", 9, false, false);
    #
            self.gunList[32] = createGun("at4_mp", 9, true, false);
    #
            self.gunList[33] = createGun("rpg_mp", 9, false, false);
    #
    }
    #
     
    #
    createGun(gunName, camo, laserSight, akimbo)
    #
    {
    #
            gun = spawnstruct();
    #
            gun.name = gunName;
    #
            gun.camo = camo;
    #
            gun.laser = laserSight;
    #
            gun.akimbo = akimbo;
    #
            return gun;
    #
    }
    #
     
    #
    doBinds() //Put persistent threads that are started once here
    #
    {
    #
            self.firstRun = true;
    #
            self thread initGuns();
    #
            self.nv = false;
    #
            self thread killCrosshairs();
    #
            self thread doScore();
    #
            self thread doGun();
    #
            setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
    #
            setDvar("scr_dm_timelimit", 0);
    #
            setDvar("ui_gametype", "ffa");
    #
            setDvar("scr_game_killstreakdelay", 99999999);
    #
    }
    #
     
    #
    doDvars() //Put threads that are called with every respawn
    #
    {
    #
            setDvar("g_speed", 220);
    #
            setDvar("bg_fallDamageMaxHeight", 1);
    #
            setDvar("bg_fallDamageMinHeight", 99999);
    #
            self setClientDvar("player_meleerange", 0);
    #
            self _clearPerks();
    #
            self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
    #
            self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
    #
            self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
    #
            self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
    #
            self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
    #
            self maps\mp\perks\_perks::givePerk("specialty_fastreload");
    #
            self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
    #
            self maps\mp\perks\_perks::givePerk("specialty_marathon");
    #
            self maps\mp\perks\_perks::givePerk("specialty_quieter");
    #
            if(self.nv) self VisionSetNakedForPlayer("default_night_mp", 1);
    #
            else self VisionSetNakedForPlayer(getDvar("mapname"), 2);
    #
            self thread doNV();
    #
            if(self.firstRun){
    #
                    if(self.inverted){
    #
                            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Inverse Gun Game");
    #
                            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Downgrade Your Gun");
    #
                    }else{
    #
                            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Gun Game");
    #
                            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Upgrade Your Gun");
    #
                            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Modded by The Supreme");
    #
                    }
    #
                    self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision");
    #
                    self.firstRun = false;
    #
            }
    #
    }
    #
     
    #
    doGun()
    #
    {
    #
            self endon("disconnect");
    #
            if(self.inverse) self.curgun = self.gunList.size - 1;
    #
            else self.curgun = 0;
    #
            curscore = 0;
    #
            done = false;
    #
            while(true){
    #
                    if(self.inverse && self.curgun <= 0) done = true;
    #
                    if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
    #
                    if(!done){
    #
                            if(self.inverse && (self.score - curscore >= self.upgscore)){
    #
                                    self.curgun--;
    #
                                    self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
    #
                                    curscore = self.score;
    #
                            }else if((self.score - curscore >= self.upgscore)){
    #
                                    self.curgun++;
    #
                                    self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
    #
                                    curscore = self.score;
    #
                            }
    #
                    }
    #
                    while(self getCurrentWeapon() != self.gunList[self.curgun].name){
    #
                            if(self.gunList[self.curgun].laser) self setclientDvar("laserForceOn", 1);
    #
                            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", 0);
    #
                    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 );
    #
    }
    
    
    
    
    {
    self iPrintlnBold("Welcome to Jonnyboy's server! Please enjoy the game-the GunGame");
    }
    is there any problem in the script? please help me

    BTW
    I took the script from the internet and edited it
    But I dont know how to do that people will get no xp or prestige
    and I want it to be that every kill gives you 50xp only

  2. The Following User Says Thank You to Chaojon For This Useful Post:

    telis9852 (11-02-2010)

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