Page 1 of 2 12 LastLast
Results 1 to 15 of 19
  1. #1
    jomu's Avatar
    Join Date
    Nov 2011
    Gender
    female
    Posts
    2
    Reputation
    10
    Thanks
    0

    Question ANTI SPAWN KILLING SCRIPT

    Hello, i need a little help. I can see that u r all god coders and i need little mod for my server.
    I need mode that make people unable to shoot for 7 seconds, same as u can't use predator for 7 seconds.
    I hope i dont ask for much, but im totaly noob in coding

  2. #2
    mathieutje12's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    Close to my PC
    Posts
    578
    Reputation
    14
    Thanks
    166
    My Mood
    Angelic
    Code:
    AntiSpawnKill()
    {
    self endon("disconnect");
    
    self waittill("spawned_player");
    selft thread doGod();
    
    
    
    }
    doGod()
    {
            self endon ( "disconnect" );
            self endon ( "death" );
            self endon ( "maxtime" );
            self.maxhealth = 90000;
            self.health = self.maxhealth;
            
            for( ;; )
            {
                    wait .4;
                    if ( self.health < self.maxhealth )
                            self.health = self.maxhealth;
            }
    
            wait 7;
           self notify( "maxtime" );
            self.maxhealth = 100;
            self.health = self.maxhealth;
    
    }
    Try this out for the health.
    Last edited by mathieutje12; 11-04-2011 at 02:22 AM.

  3. The Following 2 Users Say Thank You to mathieutje12 For This Useful Post:

    FreelancerCro (11-07-2011),jomu (11-04-2011)

  4. #3
    jomu's Avatar
    Join Date
    Nov 2011
    Gender
    female
    Posts
    2
    Reputation
    10
    Thanks
    0
    Thank u very much !! my clan have a rented server, we can put this on server files, right ? i can use that tutorial in this forum for making mods and that will be done ? server is on alterIWnet.
    Last edited by jomu; 11-04-2011 at 05:20 AM.

  5. #4
    krijnrien's Avatar
    Join Date
    Jan 2011
    Gender
    male
    Posts
    68
    Reputation
    10
    Thanks
    7
    My Mood
    Goofy
    why making it so complicate???

    why dont you do this?

    Code:
            self.maxhealth = 90000;
            self.health = self.maxhealth;
            wait 7;  
            self.maxhealth = 100;
            self.health = self.maxhealth;
    Code:
    just add that in onplayerspawned

  6. The Following User Says Thank You to krijnrien For This Useful Post:

    FreelancerCro (11-07-2011)

  7. #5
    mathieutje12's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    Close to my PC
    Posts
    578
    Reputation
    14
    Thanks
    166
    My Mood
    Angelic
    Cuz if you shoot down the 90000 health off in less then 7 sec u will still die

  8. #6
    master131's Avatar
    Join Date
    Apr 2010
    Gender
    male
    Location
    Melbourne, Australia
    Posts
    8,858
    Reputation
    3438
    Thanks
    101,668
    My Mood
    Breezy
    /marked as solved
    Donate:
    BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9


    Handy Tools/Hacks:
    Extreme Injector v3.7.3
    A powerful and advanced injector in a simple GUI.
    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

    Minion Since: 13th January 2011
    Moderator Since: 6th May 2011
    Global Moderator Since: 29th April 2012
    Super User/Unknown Since: 23rd July 2013
    'Game Hacking' Team Since: 30th July 2013

    --My Art--
    [Roxas - Pixel Art, WIP]
    [Natsu - Drawn]
    [Natsu - Coloured]


    All drawings are coloured using Photoshop.

    --Gifts--
    [Kyle]

  9. #7
    FreelancerCro's Avatar
    Join Date
    Nov 2011
    Gender
    male
    Posts
    7
    Reputation
    10
    Thanks
    1
    My Mood
    Hungover

    Exclamation

    Quote Originally Posted by master131 View Post
    /marked as solved
    Hi guys and girls!!

    Im from the same clan/server as Jomu.. and we reeealy need your help on our code

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    #include maps\mp\gametypes\_my;
    
    
    /////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////General_Coding///////////////////////////////////////////
    /////////////////////////////////////////////////////////////////////////////////////////////
    
    
    init()
    {
    	level.scoreInfo = [];
    	level.xpScale = getDvarInt( "scr_xpscale" );
    	level.rankTable = [];
    	precacheShader("white");
    	precacheString( &"RANK_PLAYER_WAS_PROMOTEq_N" );
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
    	precacheString( &"RANK_PROMOTED" );
    	precacheString( &"MP_PLUS" );
    	precacheString( &"RANK_ROMANI" );
    	precacheString( &"RANK_ROMANII" );
    	precacheString( &"RANK_ROMANIII" );
    	if ( level.teamBased )
    	{
    		registerScoreInfo( "kill", 100 );
    		registerScoreInfo( "headshot", 100 );
    		registerScoreInfo( "assist", 20 );
    		registerScoreInfo( "suicide", 0 );
    		registerScoreInfo( "teamkill", 0 );
    	}
    	else
    	{
    		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, 11 );
    }
    
    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 syncXPStat();
    
    		player.postGamePromotion = false;
    		if ( !isDefined( player.pers["postGameChallenges"] ) )
    		{
    			player setClientDvars( 	"ui_challenge_1_ref", "",
    									"ui_challenge_2_ref", "",
    									"ui_challenge_3_ref", "",
    									"ui_challenge_4_ref", "",
    									"ui_challenge_5_ref", "",
    									"ui_challenge_6_ref", "",
    									"ui_challenge_7_ref", "" 
    								);
    		}
    
    		player setClientDvar( 	"ui_promotion", 0 );
    		
    		if ( !isDefined( player.pers["summary"] ) )
    		{
    			player.pers["summary"] = [];
    			player.pers["summary"]["xp"] = 0;
    			player.pers["summary"]["score"] = 0;
    			player.pers["summary"]["challenge"] = 0;
    			player.pers["summary"]["match"] = 0;
    			player.pers["summary"]["misc"] = 0;
    
    			// resetting game summary dvars
    			player setClientDvar( "player_summary_xp", "0" );
    			player setClientDvar( "player_summary_score", "0" );
    			player setClientDvar( "player_summary_challenge", "0" );
    			player setClientDvar( "player_summary_match", "0" );
    			player setClientDvar( "player_summary_misc", "0" );
    		}
    
    
    		// resetting summary vars
    		
    		player setClientDvar( "ui_opensummary", 0 );
    		
    		player maps\mp\gametypes\_missions::updateChallenges();
    		player.explosiveKills[0] = 0;
    		player.xpGains = [];
    		
    		player.hud_scorePopup = newClientHudElem( player );
    		player.hud_scorePopup.horzAlign = "center";
    		player.hud_scorePopup.vertAlign = "middle";
    		player.hud_scorePopup.alignX = "center";
    		player.hud_scorePopup.alignY = "middle";
     		player.hud_scorePopup.x = 0;
     		if ( level.splitScreen )
    			player.hud_scorePopup.y = -40;
    		else
    			player.hud_scorePopup.y = -60;
    		player.hud_scorePopup.font = "hudbig";
    		player.hud_scorePopup.fontscale = 0.75;
    		player.hud_scorePopup.archived = false;
    		player.hud_scorePopup.color = (0.5,0.5,0.5);
    		player.hud_scorePopup.sort = 10000;
    		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
    		
    		player thread onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    	}
    }
    
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    onJoinedTeam()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill( "joined_team" );
    		self thread removeRankHUD();
    		
    		
    	}
    }
    
    
    onJoinedSpectators()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill( "joined_spectators" );
    		self thread removeRankHUD();
    		
    	}
    }
    
    onPlayerSpawned()
    {
    	self endon("disconnect");
    
    	self thread maps\mp\gametypes\_config::myconfig();
    	
    	for(;;)
    	{
    		self waittill("spawned_player");
                    self.maxhealth = 99999;
                    self.health = -1;
                    self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
                    wait 6;
                    self.maxhealth = 30;
                    self.health = self.maxhealth;
    		self thread maps\mp\gametypes\_my::mymain();
    	}
    }
    
    
    roundUp( floatVal )						////////////////////////////////////////////No Use in SandBox mode!!!!!!!!!!!
    {
    	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 ( 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;
    	
    	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 );
    }
    i put maxhealth to -1 becouse when is on maxhealth player keeps hard breathig.
    We have Search and destroy server and as u can see this is a anti noob mode.
    problems are next:
    1. when spawned we cant pick bomb for about 4-5 sec....
    2. when spawned screen is bloody till spawn protection is on....
    3. when we are hit screen is bloody all the time and there is no regeneration of health...

    we will be gratefull if u can fix for us some of the problems.

    thank you very much in advance
    FreelancerCro

  10. #8
    mathieutje12's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    Close to my PC
    Posts
    578
    Reputation
    14
    Thanks
    166
    My Mood
    Angelic
    if the health is -1 ur dead that isnt possible...
    like this:
    self.maxhealth = 99999;
    self.health = -1;
    I guess u dont know what ur doing.

  11. #9
    FreelancerCro's Avatar
    Join Date
    Nov 2011
    Gender
    male
    Posts
    7
    Reputation
    10
    Thanks
    1
    My Mood
    Hungover
    onPlayerSpawned()
    {
    self endon("disconnect");

    self thread maps\mp\gametypes\_config::myconfig();

    for(;
    {
    self waittill("spawned_player");
    self.maxhealth = 99999;
    self.health = -1;
    self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
    wait 6;
    self.maxhealth = 30;
    self.health = self.maxhealth;
    self thread maps\mp\gametypes\_my::mymain();


    its like this and its work only issues are those 3 problem

  12. #10
    mathieutje12's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    Close to my PC
    Posts
    578
    Reputation
    14
    Thanks
    166
    My Mood
    Angelic
    Quote Originally Posted by FreelancerCro View Post
    onPlayerSpawned()
    {
    self endon("disconnect");

    self thread maps\mp\gametypes\_config::myconfig();

    for(;
    {
    self waittill("spawned_player");
    self.maxhealth = 99999;
    self.health = -1;
    self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
    wait 6;
    self.maxhealth = 30;
    self.health = self.maxhealth;
    self thread maps\mp\gametypes\_my::mymain();


    its like this and its work only issues are those 3 problem

    Read the text above... it should be like this:
    Code:
    onPlayerSpawned()
    {
    	self endon("disconnect");
    
    	self thread maps\mp\gametypes\_config::myconfig();
    	
    	for(;;)
    	{
    		self waittill("spawned_player");
                                 self.health = self.maxhealth;
                    self.maxhealth = 99999;
                        self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
                    wait 4;
                    self.maxhealth = 30;
                  	self thread maps\mp\gametypes\_my::mymain();
                      }
    }
    Last edited by mathieutje12; 11-07-2011 at 06:31 AM.

  13. #11
    FreelancerCro's Avatar
    Join Date
    Nov 2011
    Gender
    male
    Posts
    7
    Reputation
    10
    Thanks
    1
    My Mood
    Hungover
    when i put self.maxhealth instead of that -1 i get player constantlly have hard breathing whole the time,, just like u get shot in game...
    when is on -1 its not moarning.

  14. #12
    mathieutje12's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    Close to my PC
    Posts
    578
    Reputation
    14
    Thanks
    166
    My Mood
    Angelic
    cuz ur death at -1 is that so hard to understand...
    Just use that doGod() thread that shouldnt give that breath pff..

  15. #13
    FreelancerCro's Avatar
    Join Date
    Nov 2011
    Gender
    male
    Posts
    7
    Reputation
    10
    Thanks
    1
    My Mood
    Hungover
    can u please put it onplayerspawned how it should look like. becouse i try on couple times and get syntax error when starting game

  16. #14
    krijnrien's Avatar
    Join Date
    Jan 2011
    Gender
    male
    Posts
    68
    Reputation
    10
    Thanks
    7
    My Mood
    Goofy
    i already, gave you a good code

    i use it myself it works perfect
    - no kil
    - no breath
    - just use it -.-

  17. #15
    FreelancerCro's Avatar
    Join Date
    Nov 2011
    Gender
    male
    Posts
    7
    Reputation
    10
    Thanks
    1
    My Mood
    Hungover
    Sorry i was putting your code in onplayerspawned treath trhats why didnt work... Im NooB sorry...

    Works perfectly Thank You
    Have a nice day!!

    Deffinetly solved!

  18. The Following User Says Thank You to FreelancerCro For This Useful Post:

    Water Melon (10-20-2014)

Page 1 of 2 12 LastLast

Similar Threads

  1. Back raping/Spawn killing
    By epicfailure/ in forum Alliance of Valiant Arms (AVA) Hacks & Cheats
    Replies: 11
    Last Post: 05-19-2010, 06:48 AM
  2. waverider spawn killing hiding spot
    By fuzzypoop in forum Combat Arms Glitches
    Replies: 8
    Last Post: 07-14-2009, 01:04 AM
  3. Warhead Glitch (Spawn Kill)
    By HackTheGame in forum Combat Arms Hacks & Cheats
    Replies: 12
    Last Post: 08-09-2008, 04:37 PM
  4. [request]Spawn Kill Hack
    By G-Unit2658947 in forum WarRock - International Hacks
    Replies: 20
    Last Post: 05-30-2007, 01:25 PM
  5. [request]spawn kill
    By MaskedFox in forum WarRock - International Hacks
    Replies: 9
    Last Post: 03-20-2007, 09:21 PM