you can't give nuke as a weapon. It will result in you throwing 'nothing', kinda looks like you're throwing c4.
If you want nuke, you have to use the givekillsteak function.
Sorry if its not the right section..
I just changed some stuff on the gungame mod, i added ac130_25_mp and so on with the ac130 and it did work, but when i try to add nuke it does not give the player a nuke to activate..
i dont know if i added it right so ppl can you help me..
whats the right code for nuke in gungame mod?
and again sorry if its not the right section.
Last edited by Homiko; 07-14-2010 at 07:04 PM.
and i put the code like the other weapons, in the same place? i just put the command "killstreak_nuke_mp"?
Last edited by Homiko; 07-14-2010 at 07:43 PM.
can you tell me how do i make it right?
here is the code:
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 = 5; //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); self.gunList[34] = createGun("javelin_mp", 9, true, false); self.gunList[35] = creategun("ac130_25mm_mp", 9, true, false); self.gunList[36] = creategun("ac130_40mm_mp", 9, true, false); self.gunList[37] = creategun("ac130_105mm_mp", 9, true, false); self.gunList[38] = creategun("killstreak_nuke_mp", 9, 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", 240); 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.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"); 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 ^3Upgraded!"); 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 ); }
LOL, killstreak_nuke_mp is not a gun
Replace that with:Code:self.gunList[38] = creategun("killstreak_nuke_mp", 9, true, false);
Good luck!Code:self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
ops sorry im new to this any way i just put this code:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
in the same place were the guns are? or where do i put it?
mm where do i put it
like that?
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 = 5; //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_reflex_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_akimbo_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); self.gunList[34] = createGun("c4_mp", 9, true, false); self.gunList[35] = creategun("semtex_mp", 9, true, false); self.gunList[36] = creategun("ac130_25mm_mp", 9, true, false); self.gunList[37] = creategun("ac130_40mm_mp", 9, true, false); self.gunList[38] = creategun("ac130_105mm_mp", 9, true, false); self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", 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", 240); 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.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- ^7added weapons by Homiko"); 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"); 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 ^3Upgraded!"); 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 ); }
the code is not good when i get to the AC130 105MM its stops there and then after 5 kills it ends the game..
can someone make me a right code?
lol no make it look like this
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 = 5; //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_reflex_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_akimbo_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); self.gunList[34] = createGun("c4_mp", 9, true, false); self.gunList[35] = creategun("semtex_mp", 9, true, false); self.gunList[36] = creategun("ac130_25mm_mp", 9, true, false); self.gunList[37] = creategun("ac130_40mm_mp", 9, true, false); self.gunList[38] = creategun("ac130_105mm_mp", 9, true, false); self.gunList[39] = self maps\mp\killstreaks\_killstreaks::giveKillstreak("nuke", 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", 240); 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.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- ^7added weapons by Homiko"); 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"); 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 ^3Upgraded!"); 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 ); }
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