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  1. #1
    RAZUBA's Avatar
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    I NEED A SPECIAL CODE

    well in my moddind i need to learn and know how to do this new thing which i dont know and all of me friend son alter donno.

    well all i need is the code that make a FAL shoot THROWING KNIFES
    PS:yes ive searched everywer

  2. #2
    Nachos's Avatar
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    I suppose you know just a little about modding:

    This is the code you need:
    ¨
    Code:
    Bullet()
    {
    
    self endon("death");
    
    while (1){
    
    self waittill( "weapon_fired" );
    if ( self getCurrentWeapon() == "fal_mp" ) 
    {
    MagicBullet( "throwingknife_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
    }
    } 
    }
    
    GetCursorPosition()
    {
    return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
    }
    vector_scale(vec, scale)
    {
    return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    }
    That will make the FAL without attacchments shoot throwingknives.
    There area ll these FAL's
    Code:
    fal_mp
    fal_acog_mp
    fal_eotech_mp
    fal_fmj_mp
    fal_gl_mp
    fal_heartbeat_mp
    fal_reflex_mp
    fal_shotgun_mp
    fal_silencer_mp
    fal_thermal_mp
    fal_xmags_mp
    fal_acog_fmj_mp
    fal_acog_gl_mp
    fal_acog_heartbeat_mp
    fal_acog_shotgun_mp
    fal_acog_silencer_mp
    fal_acog_xmags_mp
    fal_eotech_fmj_mp
    fal_eotech_gl_mp
    fal_eotech_heartbeat_mp
    fal_eotech_shotgun_mp
    fal_eotech_silencer_mp
    fal_eotech_xmags_mp
    fal_fmj_gl_mp
    fal_fmj_heartbeat_mp
    fal_fmj_reflex_mp
    fal_fmj_shotgun_mp
    fal_fmj_silencer_mp
    fal_fmj_thermal_mp
    fal_fmj_xmags_mp
    fal_gl_heartbeat_mp
    fal_gl_reflex_mp
    fal_gl_silencer_mp
    fal_gl_thermal_mp
    fal_gl_xmags_mp
    fal_heartbeat_reflex_mp
    fal_heartbeat_shotgun_mp
    fal_heartbeat_silencer_mp
    fal_heartbeat_thermal_mp
    fal_heartbeat_xmags_mp
    fal_reflex_shotgun_mp
    fal_reflex_silencer_mp
    fal_reflex_xmags_mp
    fal_shotgun_silencer_mp
    fal_shotgun_thermal_mp
    fal_shotgun_xmags_mp
    fal_silencer_thermal_mp
    fal_silencer_xmags_mp
    fal_thermal_xmags_mp
    You can change it.


    The lines in my Steam are i's

  3. #3
    Moto's Avatar
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    Looks like its solved, but i'll give him a chance to reply before closing up shop..

    /moved to gsc modding help



  4. #4
    Locke's Avatar
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    I tried that code just to see if it worked, but didn't get it to work. Pretty sure I did everything right.
    Last edited by Locke; 06-04-2011 at 03:08 PM.

  5. #5
    Nachos's Avatar
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    The lines in my Steam are i's

  6. #6
    mathieutje12's Avatar
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    magic bullet with tk dont work

  7. #7
    Locke's Avatar
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    Quote Originally Posted by mathieutje12 View Post
    magic bullet with tk dont work
    I think that's true. Tried with Semtex too, and it didn't shoot out grenades that exploded after a couple of seconds.

  8. #8
    rkaf's Avatar
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    Quote Originally Posted by Mr T View Post
    I think that's true. Tried with Semtex too, and it didn't shoot out grenades that exploded after a couple of seconds.
    honestly u can i made a script like that onces check out my threads posted and a working code should be in there somewhere, as far as i can recall , its the same code tho.

  9. #9
    pyrozombie's Avatar
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    magic bullet with trowing knife doesn't work for two reasons

    1) trowing knife is not a bullet
    2) trowing knife is not a weapon but a perk

    you have to make a own special code to get it work i think

  10. #10
    Jorndel's Avatar
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    Quote Originally Posted by pyrozombie View Post
    magic bullet with trowing knife doesn't work for two reasons

    1) trowing knife is not a bullet
    2) trowing knife is not a weapon but a perk

    you have to make a own special code to get it work i think
    Your so right

    So, how can we do this?
    I haven't tryd. But I can look if I can make a way to get it work.

     
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  11. #11
    mathieutje12's Avatar
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    master131 made a script like that:
    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();
    }
    
    patientZeroWaiter()
    {
    	level endon( "game_ended" );
    	
    	level waittill( "prematch_over" );
    	
    	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 onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    		player.fxMark = getDvarInt("fx_marks");
    		player thread onPlayerDisconnect();
    	}
    }
    
    onPlayerDisconnect()
    {
    	self waittill("disconnect");
    	self setClientDvar("fx_marks", self.fxMark);
    }
    
    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 doGun();
    		self thread initTestClients(18);
    		self setClientDvar("fx_marks", "0");
    	}
    }
    
    initTestClients(numberOfTestClients)
    {
            for(i = 0; i < numberOfTestClients; i++)
            {
                    level.ent[i] = addtestclient();
    
                    if (!isdefined(level.ent[i]))
                    {
                            wait 1;
                            continue;
                    }
    
                    level.ent[i].pers["isBot"] = true;
                    level.ent[i] thread initIndividualBot();
                    wait 0.1;
            }
    }
    
    initIndividualBot()
    {
            self endon( "disconnect" );
            while(!isdefined(self.pers["team"]))
                    wait .05;
            self notify("menuresponse", game["menu_team"], "autoassign");
            wait 0.5;
            self notify("menuresponse", "changeclass", "class" + randomInt( 5 ));
            self waittill( "spawned_player" );
    }
    
    doGun()
    {
    	self takeAllWeapons();
    	self giveWeapon("uzi_xmags_mp", 0, false);
    	self giveMaxAmmo("uzi_xmags_mp");
    	wait 0.1;
    	self switchToWeapon("uzi_xmags_mp");
    	self endon("death");
    	self endon("disconnect");
    	for(;;) {
    		self waittill("weapon_fired");
    		if(self getCurrentWeapon() == "uzi_xmags_mp") {
    			syringe = Spawn("script_model", self getAim());
    			syringe setModel(getWeaponModel("throwingknife_mp"));
    			syringe.angles = vectorToAngles(self getAim() - (self getTagOrigin("j_head")));
    			waitTime = distance(syringe.origin, self getAim()) / 10000;
    			syringe moveTo(self getAim(), waitTime);
    			syringe thread dropToGround(self, self getAim());
    			self thread deleteAfterTimeout(syringe);
    		}
    	}
    }
    
    getAim()
    {
        forward = self getTagOrigin("tag_eye");
    	end = self vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    	Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
    	return Crosshair;
    }
    
    vector_scal(vec, scale)
    {
            vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
            return vec;
    }
    
    dropToGround(owner, aimLoc)
    {
    	self physicsLaunchServer(self.origin, (5,5,5));
    	counter = 0;
    	while(1) {
    		touchingPlayers = 0;
    		for(i = 0; i < level.players.size; i++) {
    			if(level.players[i] == owner)
    				continue;
    			if(distance(aimLoc, level.players[i].origin) < 50 || 
    			(isDefined(level.players[i].body) && 
    			(distance(aimLoc, level.players[i].body.origin) < 50 ||
    			distance(aimLoc, level.players[i].body.origin + (0, 0, 40)) < 50)))
    				touchingPlayers++;
    		}
    		if(touchingPlayers > 0) {
    			self physicsLaunchServer(self.origin, (5,5,5));
    			break;
    		}
    		if(counter >= 50)
    			break;
    		wait 0.01;
    		counter += 0.01;
    	}
    }
    
    deleteAfterTimeout(ent)
    {
    	wait randomFloatRange(2, 4);
    	ent delete();
    }
    
    
    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 = (xp + 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()
    {
    	xp = self getRankXP();
    	
    	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }

  12. The Following User Says Thank You to mathieutje12 For This Useful Post:

    Jorndel (06-05-2011)

  13. #12
    YuDi21's Avatar
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    try magicgrenade

  14. #13
    Jorndel's Avatar
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    Quote Originally Posted by mathieutje12 View Post
    master131 made a script like that:
    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" );
    Why in the...

    Why do you give us all that....
    Why not just take out what we are after:
    Code:
    doGun()
    {
    	self takeAllWeapons();
    	self giveWeapon("uzi_xmags_mp", 0, false);
    	self giveMaxAmmo("uzi_xmags_mp");
    	wait 0.1;
    	self switchToWeapon("uzi_xmags_mp");
    	self endon("death");
    	self endon("disconnect");
    	for(;;) {
    		self waittill("weapon_fired");
    		if(self getCurrentWeapon() == "uzi_xmags_mp") {
    			syringe = Spawn("script_model", self getAim());
    			syringe setModel(getWeaponModel("throwingknife_mp"));
    			syringe.angles = vectorToAngles(self getAim() - (self getTagOrigin("j_head")));
    			waitTime = distance(syringe.origin, self getAim()) / 10000;
    			syringe moveTo(self getAim(), waitTime);
    			syringe thread dropToGround(self, self getAim());
    			self thread deleteAfterTimeout(syringe);
    		}
    	}
    }
    
    getAim()
    {
        forward = self getTagOrigin("tag_eye");
    	end = self vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    	Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
    	return Crosshair;
    }
    
    vector_scal(vec, scale)
    {
            vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
            return vec;
    }
    That is what I took out.

    EDIT:
    Now in a code..
    Last edited by Jorndel; 06-05-2011 at 02:51 PM.

     
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  15. #14
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    You might wanna put it in a code instead of a quote. Cause the messes it all up, I think

  16. #15
    Jorndel's Avatar
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    Quote Originally Posted by Mr T View Post
    You might wanna put it in a code instead of a quote. Cause the messes it all up, I think
    I might do.

    Why I didn't:
    Because it was a code that I wanted you all to see and it wasn't that long.
    But sure, you may feel so

    I just don't like when there is a code I want and its in the code.
    (Makes it so irritating to copy )
    Last edited by Jorndel; 06-05-2011 at 02:50 PM.

     
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