Thread: mapedit on mod

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  1. #1
    umt1001's Avatar
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    mapedit on mod

    in bot mod i want to use mapedit.gsc i added level thread maps\mp\gametypes\MapEdit::init(); line on _rank.gsc but bad syntax error having ?

    what must i do

    (soory 4 bad english)

  2. #2
    maarten551's Avatar
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    place the line in the init() thread worked for me ^^

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  3. #3
    umt1001's Avatar
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    i didnt understand :S

  4. #4
    maarten551's Avatar
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    Quote Originally Posted by umt1001 View Post
    i didnt understand :S
    so, you do understand it now?

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  5. #5
    umt1001's Avatar
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    can you write level thread maps\mp\gametypes\MapEdit::init(); line on _rank.gsc what must i change here ?

  6. #6
    maarten551's Avatar
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    Quote Originally Posted by umt1001 View Post
    can you write level thread maps\mp\gametypes\MapEdit::init(); line on _rank.gsc what must i change here ?
    I have the same, try to past it in the init thread (like Init()).

    and in the gametyped folder needs to be the Mapedit!

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  7. #7
    umt1001's Avatar
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    didnt work

  8. #8
    umt1001's Avatar
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    i tried something but always bad syntax

  9. #9
    Arasonic's Avatar
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    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	level.scoreInfo = [];
    	level.xpScale = getDvarInt( "scr_xpscale" );
    
    	level.rankTable = [];
    
    	precacheShader("white");
    
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
    	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
    	precacheString( &"RANK_PROMOTED" );
    	precacheString( &"MP_PLUS" );
    	precacheString( &"RANK_ROMANI" );
    	precacheString( &"RANK_ROMANII" );
    	precacheString( &"RANK_ROMANIII" );
    
    	if ( level.teamBased )
    	{
    		registerScoreInfo( "kill", 100 );
    		registerScoreInfo( "headshot", 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();
    
            level thread maps\mp\gametypes\MapEdit::init();
    }
    This is your Init. Add the the MapEdit where I put it/ Copy'n'paste this and overwrite your current Init.

  10. The Following User Says Thank You to Arasonic For This Useful Post:

    ArmandoBond (10-12-2010)

  11. #10
    Blubb1337's Avatar
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    /marked as solved



  12. #11
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