Thread: Xp ranking

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  1. #1
    JustAndy's Avatar
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    Xp ranking

    Im using a mod ive got off here and im trying to figure out how to stop it from auto ranking everyone to level 70
    i have a feeling that it is this that is doing it:

    Code:
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		player thread killCrosshairs();
    
    
    		player.pers["rankxp"] = 2516000;
    		
    		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 syncXPStat();
    as thats the xp for level 70, if i change it to 0 it just makes you level one, how can i "turn it off" so that it doesn't effect other players?

    thanks

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    csiberon (04-29-2011)

  3. #2
    Jorndel's Avatar
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    How it usualy look like:

    Hust take a glean GSC file and add the line:

    player thread killCrosshairs();

    And at the end of the files. Its usualy and game stat thread. at the end...

    (NB: I haven't added anything to this, so you have to add the threads in it yourself.)
    This is the reg clean one:
    Code:
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		/#
    		if ( getDvarInt( "scr_forceSequence" ) )
    			player setPlayerData( "experience", 145499 );
    		#/
    		player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
    		if ( player.pers["rankxp"] < 0 ) // paranoid defensive
    			player.pers["rankxp"] = 0;
    		
    		rankId = player getRankForXp( player getRankXP() );
    		player.pers[ "rank" ] = rankId;
    		player.pers[ "participation" ] = 0;
    
    		player.xpUpdateTotal = 0;
    		player.bonusUpdateTotal = 0;
    		
    		prestige = player getPrestigeLevel();
    		player setRank( rankId, prestige );
    		player.pers["prestige"] = prestige;
    
    		player.postGamePromotion = false;
    		if ( !isDefined( player.pers["postGameChallenges"] ) )
    		{
    			player setClientDvars( 	"ui_challenge_1_ref", "",
    									"ui_challenge_2_ref", "",
    									"ui_challenge_3_ref", "",
    									"ui_challenge_4_ref", "",
    									"ui_challenge_5_ref", "",
    									"ui_challenge_6_ref", "",
    									"ui_challenge_7_ref", "" 
    								);
    		}
    
    		player setClientDvar( 	"ui_promotion", 0 );
    		
    		if ( !isDefined( player.pers["summary"] ) )
    		{
    			player.pers["summary"] = [];
    			player.pers["summary"]["xp"] = 0;
    			player.pers["summary"]["score"] = 0;
    			player.pers["summary"]["challenge"] = 0;
    			player.pers["summary"]["match"] = 0;
    			player.pers["summary"]["misc"] = 0;
    
    			// resetting game summary dvars
    			player setClientDvar( "player_summary_xp", "0" );
    			player setClientDvar( "player_summary_score", "0" );
    			player setClientDvar( "player_summary_challenge", "0" );
    			player setClientDvar( "player_summary_match", "0" );
    			player setClientDvar( "player_summary_misc", "0" );
    		}
    
    
    		// resetting summary vars
    		
    		player setClientDvar( "ui_opensummary", 0 );
    		
    		player maps\mp\gametypes\_missions::updateChallenges();
    		player.explosiveKills[0] = 0;
    		player.xpGains = [];
    		
    		player.hud_scorePopup = newClientHudElem( player );
    		player.hud_scorePopup.horzAlign = "center";
    		player.hud_scorePopup.vertAlign = "middle";
    		player.hud_scorePopup.alignX = "center";
    		player.hud_scorePopup.alignY = "middle";
     		player.hud_scorePopup.x = 0;
     		if ( level.splitScreen )
    			player.hud_scorePopup.y = -40;
    		else
    			player.hud_scorePopup.y = -60;
    		player.hud_scorePopup.font = "hudbig";
    		player.hud_scorePopup.fontscale = 0.75;
    		player.hud_scorePopup.archived = false;
    		player.hud_scorePopup.color = (0.5,0.5,0.5);
    		player.hud_scorePopup.sort = 10000;
    		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
    		
    		player thread onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    	}
    }
    And the end thread I was talking about is:
    Code:
    syncXPStat()
    {
    	xp = self getRankXP();
    	
    	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }
    Hope you got the answer you wanted

     
    Contributor 01.27.2012 - N/A
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    JustAndy (04-27-2011)

  5. #3
    JustAndy's Avatar
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    Ah right, thanks, thats what i was looking for, i think its the xp stats sync at the bottom that i missed and was why it wouldn't stop ranking up, thanks for you time

  6. #4
    Krooshev's Avatar
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    Lol Nice Good Coders?

  7. #5
    Jorndel's Avatar
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    Quote Originally Posted by JustAndy View Post
    Ah right, thanks, thats what i was looking for, i think its the xp stats sync at the bottom that i missed and was why it wouldn't stop ranking up, thanks for you time
    Your welcome.

    ( It didn't take so long time )

    @[MPGH]master131
    @[MPGH]TheGodfather
    @[MPGH]Blubb1337

    /Solved
    Last edited by Jorndel; 04-28-2011 at 08:49 AM.

     
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  8. #6
    JustAndy's Avatar
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    hey its the effort that counts