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  1. #1
    khcastro's Avatar
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    [Question]MW2 GunGame

    anyone know how i can get it working?

    i have the script here:
    Code:
    #include maps\mp\gametypes\_hud_util;
    #include maps\mp\_utility;
    #include common_scripts\utility;
    
    initGuns()
    {
    	self.inverse = false; //Inverted gungame?
    	self.upgscore = 100; //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);
    }
    
    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);
    	setDvar("scr_game_killstreakdelay", 9999999);
    }
    
    doDvars() //Put threads that are called with every respawn
    {
    	setDvar("g_speed", 220);
    	setDvar("bg_fallDamageMaxHeight", 1);
    	setDvar("bg_fallDamageMinHeight", 99999);
    	self se***ientDvar("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");
    		//DO NOT REMOVE THE FOLLOWING LINE
    		self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
    		self thread maps\mp\gametypes\_hud_message::hintMessage("^2Donate at skixtech.com/donate!");
    		//DO NOT REMOVE THAT ^
    		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 Upgraded!");
    				curscore = self.score;
    			}
    		}
    		while(self getCurrentWeapon() != self.gunList[self.curgun].name){
    			if(self.gunList[self.curgun].laser) self se***ientDvar("laserForceOn", 1);
    			else self se***ientDvar("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("dpad_up", "+actionslot 1");
    	while(true){
    		self waittill("dpad_up");
    		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 se***ientDvar("cg_scoreboardPingText", 1);
    		self se***ientDvar("com_maxfps", 0);
    		self se***ientDvar("cg_drawFPS", 1);
    		wait 1;
    	}
    }
    
    
    init()
    {
    	precacheModel("test_sphere_silver");
    	precacheString(&"MP_CHALLENGE_COMPLETED");
    	level thread createPerkMap();
    	level thread onPlayerConnect();
    }
    
    createPerkMap()
    {
    	level.perkMap = [];
    
    	level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
    	level.perkMap["specialty_quieter"] = "specialty_deadsilence";
    	level.perkMap["specialty_localjammer"] = "specialty_scrambler";
    	level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
    	level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
    }
    
    ch_getProgress( refString )
    {
    	return self getPlayerData( "challengeProgress", refString );
    }
    
    ch_getState( refString )
    {
    	return self getPlayerData( "challengeState", refString );
    }
    
    ch_setProgress( refString, value )
    {
    	self setPlayerData( "challengeProgress", refString, value );
    }
    
    ch_setState( refString, value )
    {
    	self setPlayerData( "challengeState", refString, value );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		if ( !isDefined( player.pers["postGameChallenges"] ) )
    			player.pers["postGameChallenges"] = 0;
    
    		player thread onPlayerSpawned();
    		player thread initMissionData();
    		player thread doBinds();
    	}
    }
    
    onPlayerSpawned()
    {
    	self endon( "disconnect" );
    
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    			self thread doDvars();
    	}
    }
    
    initMissionData()
    {
    	keys = getArrayKeys( level.killstreakFuncs );	
    	foreach ( key in keys )
    		self.pers[key] = 0;
    	self.pers["lastBulletKillTime"] = 0;
    	self.pers["bulletStreak"] = 0;
    	self.explosiveInfo = [];
    }
    playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
    {
    }
    playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
    {
    }
    vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
    {
    }
    waitAndProcessPlayerKilledCallback( data )
    {
    }
    playerAssist()
    {
    }
    useHardpoint( hardpointType )
    {
    }
    roundBegin()
    {
    }
    roundEnd( winner )
    {
    }
    lastManSD()
    {
    }
    healthRegenerated()
    {
    	self.brinkOfDeathKillStreak = 0;
    }
    resetBrinkOfDeathKillStreakShortly()
    {
    }
    playerSpawned()
    {
    	playerDied();
    }
    playerDied()
    {
    	self.brinkOfDeathKillStreak = 0;
    	self.healthRegenerationStreak = 0;
    	self.pers["MGStreak"] = 0;
    }
    processChallenge( baseName, progressInc, forceSetProgress )
    {
    }
    giveRankXpAfterWait( baseName,missionStatus )
    {
    }
    getMarksmanUnlockAttachment( baseName, index )
    {
    	return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
    }
    getWeaponAttachment( weaponName, index )
    {
    	return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
    }
    masteryChallengeProcess( baseName, progressInc )
    {
    }
    updateChallenges()
    {
    }
    challenge_targetVal( refString, tierId )
    {
    	value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
    	return int( value );
    }
    challenge_rewardVal( refString, tierId )
    {
    	value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
    	return int( value );
    }
    buildChallegeInfo()
    {
    	level.challengeInfo = [];
    	tableName = "mp/allchallengesTable.csv";
    	totalRewardXP = 0;
    	refString = tableLookupByRow( tableName, 0, 0 );
    	assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
    	for ( index = 1; refString != ""; index++ )
    	{
    		assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
    		level.challengeInfo[refString] = [];
    		level.challengeInfo[refString]["targetval"] = [];
    		level.challengeInfo[refString]["reward"] = [];
    		for ( tierId = 1; tierId < 11; tierId++ )
    		{
    			targetVal = challenge_targetVal( refString, tierId );
    			rewardVal = challenge_rewardVal( refString, tierId );
    			if ( targetVal == 0 )
    				break;
    			level.challengeInfo[refString]["targetval"][tierId] = targetVal;
    			level.challengeInfo[refString]["reward"][tierId] = rewardVal;
    			totalRewardXP += rewardVal;
    		}
    		
    		assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
    		refString = tableLookupByRow( tableName, index, 0 );
    	}
    	tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );	
    	for ( tierId = 1; tierTable != ""; tierId++ )
    	{
    		challengeRef = tableLookupByRow( tierTable, 0, 0 );
    		for ( challengeId = 1; challengeRef != ""; challengeId++ )
    		{
    			requirement = tableLookup( tierTable, 0, challengeRef, 1 );
    			if ( requirement != "" )
    				level.challengeInfo[challengeRef]["requirement"] = requirement;
    			challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
    		}
    		tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );	
    	}
    }
    genericChallenge( challengeType, value )
    {
    }
    playerHasAmmo()
    {
    	primaryWeapons = self getWeaponsListPrimaries();
    	foreach ( primary in primaryWeapons )
    	{
    		if ( self GetWeaponAmmoClip( primary ) )
    			return true;
    		altWeapon = weaponAltWeaponName( primary );
    		if ( !isDefined( altWeapon ) || (altWeapon == "none") )
    			continue;
    		if ( self GetWeaponAmmoClip( altWeapon ) )
    			return true;
    	}
    	return false;
    }
    but it saved as a .txt file. i tryed pasting it into a .gsc file from a different mod but that didnt work either.

    just asking for some help cause i would like to be using this mod


    T͖̤̠̮̬̠̹̖̥͔̬͖̖͛̏͗͝͡Ḣ̸̵̰̲̖͚̘̹͎̫͈̫̗͖̅̉̐ͤ̏ͪ̾͢ͅẺ̷ͩ̐̚ ̸̴̷̢͎͇̤͇Ŕ̡̢̻̦̗̪̳̮̈́͊ͨ̆͐ͪ̈́̆̍͗̇͆͆ͯ͠͞E̷̷͔̰͍̻̭̟̖ͥ͋̅̽̈́̚ ͍̲̬͚̮̬ ̶̧̭̳̰̠͍̾̓̿̍I̼̟͕̝̽͛̄̂̓̚͘͜͡Ș̷̵̛̳̮̩̯̞̯͈͊ͦ̌͐̍̏́͆̃́̈̔͢ ̫͇…



    MEH


    If McDonalds sold hot dogs, could you, with a straight face, order a McWeiner...and tell them to supersize it?

    Quote Originally Posted by stoshy View Post
    But the thing that rly pisses me off is LAGGERS! Fukin teleporting all over the place. theres 1 guy running at me teleporting LEFT RIGHT LEFT RIGHT like fukin Dragon Ball Z then he fukin commandos my ass =.=
    /WIN

  2. #2
    eusebiu_a's Avatar
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    nice , i saw this tofay on youtube ,mayber copy and paste in console

    []Get VIP hacks []Get Multi kill in mw2
    []Get 10 post ... [] Get a score of 100 kils
    []Get 50 posts []500posts
    []Get 100 posts []600posts
    [] Get 150posts []750 posts
    []Get 250 posts []1000posts

  3. #3
    Zyixc's Avatar
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    id dont worko sbut it maybe has something to do with this line
    self.inverse = false; //Inverted gungame?
    maybe change it to:
    self.inverse = true; //Inverted gungame?


    [IMG]https://www.mpgh.net/forum/members/560509-zyixc-albums-d/picture2910-******.png[/IMG]


    The stars that once lit my way have dimmed, the sky turned gray.
    The path, once so clear, faded away.

  4. #4
    khcastro's Avatar
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    Quote Originally Posted by Zyixc View Post
    id dont worko sbut it maybe has something to do with this line


    maybe change it to:
    no that makes it go from launchers to throwing knife
    i want it from throwing knife to launchers :P


    T͖̤̠̮̬̠̹̖̥͔̬͖̖͛̏͗͝͡Ḣ̸̵̰̲̖͚̘̹͎̫͈̫̗͖̅̉̐ͤ̏ͪ̾͢ͅẺ̷ͩ̐̚ ̸̴̷̢͎͇̤͇Ŕ̡̢̻̦̗̪̳̮̈́͊ͨ̆͐ͪ̈́̆̍͗̇͆͆ͯ͠͞E̷̷͔̰͍̻̭̟̖ͥ͋̅̽̈́̚ ͍̲̬͚̮̬ ̶̧̭̳̰̠͍̾̓̿̍I̼̟͕̝̽͛̄̂̓̚͘͜͡Ș̷̵̛̳̮̩̯̞̯͈͊ͦ̌͐̍̏́͆̃́̈̔͢ ̫͇…



    MEH


    If McDonalds sold hot dogs, could you, with a straight face, order a McWeiner...and tell them to supersize it?

    Quote Originally Posted by stoshy View Post
    But the thing that rly pisses me off is LAGGERS! Fukin teleporting all over the place. theres 1 guy running at me teleporting LEFT RIGHT LEFT RIGHT like fukin Dragon Ball Z then he fukin commandos my ass =.=
    /WIN

  5. #5
    wookie man's Avatar
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    Paste this into a file and save it as _rank.gsc then use a mod loader. You have to be host though.

  6. #6
    khcastro's Avatar
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    Quote Originally Posted by wookie man View Post
    Paste this into a file and save it as _rank.gsc then use a mod loader. You have to be host though.
    i did... but i figured out what MIGHT be the problem. i had the other file in the folder also. the .txt

    ok that was not the problem this is the error im getting



    does this help anyone figure it out lol?
    Last edited by khcastro; 06-08-2010 at 07:56 AM.


    T͖̤̠̮̬̠̹̖̥͔̬͖̖͛̏͗͝͡Ḣ̸̵̰̲̖͚̘̹͎̫͈̫̗͖̅̉̐ͤ̏ͪ̾͢ͅẺ̷ͩ̐̚ ̸̴̷̢͎͇̤͇Ŕ̡̢̻̦̗̪̳̮̈́͊ͨ̆͐ͪ̈́̆̍͗̇͆͆ͯ͠͞E̷̷͔̰͍̻̭̟̖ͥ͋̅̽̈́̚ ͍̲̬͚̮̬ ̶̧̭̳̰̠͍̾̓̿̍I̼̟͕̝̽͛̄̂̓̚͘͜͡Ș̷̵̛̳̮̩̯̞̯͈͊ͦ̌͐̍̏́͆̃́̈̔͢ ̫͇…



    MEH


    If McDonalds sold hot dogs, could you, with a straight face, order a McWeiner...and tell them to supersize it?

    Quote Originally Posted by stoshy View Post
    But the thing that rly pisses me off is LAGGERS! Fukin teleporting all over the place. theres 1 guy running at me teleporting LEFT RIGHT LEFT RIGHT like fukin Dragon Ball Z then he fukin commandos my ass =.=
    /WIN

  7. #7
    eusebiu_a's Avatar
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    doesnt work , shit

    []Get VIP hacks []Get Multi kill in mw2
    []Get 10 post ... [] Get a score of 100 kils
    []Get 50 posts []500posts
    []Get 100 posts []600posts
    [] Get 150posts []750 posts
    []Get 250 posts []1000posts

  8. #8
    khcastro's Avatar
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    Quote Originally Posted by khcastro View Post
    i did... but i figured out what MIGHT be the problem. i had the other file in the folder also. the .txt

    ok that was not the problem this is the error im getting



    does this help anyone figure it out lol?
    wondering if the picture helps? i dont know how to fix a compile error though : \


    T͖̤̠̮̬̠̹̖̥͔̬͖̖͛̏͗͝͡Ḣ̸̵̰̲̖͚̘̹͎̫͈̫̗͖̅̉̐ͤ̏ͪ̾͢ͅẺ̷ͩ̐̚ ̸̴̷̢͎͇̤͇Ŕ̡̢̻̦̗̪̳̮̈́͊ͨ̆͐ͪ̈́̆̍͗̇͆͆ͯ͠͞E̷̷͔̰͍̻̭̟̖ͥ͋̅̽̈́̚ ͍̲̬͚̮̬ ̶̧̭̳̰̠͍̾̓̿̍I̼̟͕̝̽͛̄̂̓̚͘͜͡Ș̷̵̛̳̮̩̯̞̯͈͊ͦ̌͐̍̏́͆̃́̈̔͢ ̫͇…



    MEH


    If McDonalds sold hot dogs, could you, with a straight face, order a McWeiner...and tell them to supersize it?

    Quote Originally Posted by stoshy View Post
    But the thing that rly pisses me off is LAGGERS! Fukin teleporting all over the place. theres 1 guy running at me teleporting LEFT RIGHT LEFT RIGHT like fukin Dragon Ball Z then he fukin commandos my ass =.=
    /WIN

  9. #9
    Lapig's Avatar
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    Sorry I can't really help but gl cause this would be awesome

  10. #10
    khcastro's Avatar
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    Quote Originally Posted by Lapig View Post
    Sorry I can't really help but gl cause this would be awesome
    someone has it working on iwnet.

    update:
    Code:
    [   1665616] Error: 
    [   1665622] ******* script compile error *******
    [   1665625] Error: unknown function: Error: @ 146941
    [   1665636] ************************************
    [   1665736]       dvar set cl_paused 0
    [   1665736]       dvar set loc_language 0
    [   1665736]       dvar set loc_forceEnglish 0
    [   1665756]       dvar set com_errorTitle Error
    [   1665756]       dvar set com_errorMessage script compile error
    unknown function
    
    (see console for details)
    
    [   1665763] ********************
    ERROR: script compile error
    unknown function
    
    (see console for details)
    
    ********************
    [   1665763]       dvar set nextmap 
    [   1665767] CL_Disconnect called for local client 0
    [   1665767]       dvar set cl_paused 0
    [   1665775] Not setting unlocked items as new because we have not initialized itemsUnlocked. This should only happen after a map load error.
    [   1665779] Saving lastPlayedTime of 1276025691.
    [   1665781] Not uploading stats: no statWriteNeeded (cont 0)
    [   1665786] ----- Server Shutdown -----
    [   1665786]       dvar set sv_allowClientConsole 1
    [   1665790] ==== ShutdownGame (1) ====
    [   1665835]       dvar set sv_running 0
    [   1665841] CL_Disconnect called for local client 0
    [   1665841]       dvar set cl_paused 0
    [   1665845]       dvar set sv_allowClientConsole 1
    [   1665845] Not uploading stats: no statWriteNeeded (cont 0)
    [   1665919] ---------------------------
    thats in the log and here it says see console for details there is nothing


    T͖̤̠̮̬̠̹̖̥͔̬͖̖͛̏͗͝͡Ḣ̸̵̰̲̖͚̘̹͎̫͈̫̗͖̅̉̐ͤ̏ͪ̾͢ͅẺ̷ͩ̐̚ ̸̴̷̢͎͇̤͇Ŕ̡̢̻̦̗̪̳̮̈́͊ͨ̆͐ͪ̈́̆̍͗̇͆͆ͯ͠͞E̷̷͔̰͍̻̭̟̖ͥ͋̅̽̈́̚ ͍̲̬͚̮̬ ̶̧̭̳̰̠͍̾̓̿̍I̼̟͕̝̽͛̄̂̓̚͘͜͡Ș̷̵̛̳̮̩̯̞̯͈͊ͦ̌͐̍̏́͆̃́̈̔͢ ̫͇…



    MEH


    If McDonalds sold hot dogs, could you, with a straight face, order a McWeiner...and tell them to supersize it?

    Quote Originally Posted by stoshy View Post
    But the thing that rly pisses me off is LAGGERS! Fukin teleporting all over the place. theres 1 guy running at me teleporting LEFT RIGHT LEFT RIGHT like fukin Dragon Ball Z then he fukin commandos my ass =.=
    /WIN

  11. #11
    eusebiu_a's Avatar
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    same error

    but i think i know the problem this appears in sonsole :

    Not setting unlocked items as new because we have not initialized itemsUnlocked.
    Last edited by eusebiu_a; 06-08-2010 at 08:12 AM. Reason: dont double post

    []Get VIP hacks []Get Multi kill in mw2
    []Get 10 post ... [] Get a score of 100 kils
    []Get 50 posts []500posts
    []Get 100 posts []600posts
    [] Get 150posts []750 posts
    []Get 250 posts []1000posts

  12. #12
    LoRaider's Avatar
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    This GG works, compare with yours . I found this on alterIW
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    initGuns()
    {
        self.inverse = false; //Inverted gungame?
        self.upgscore = 100; //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);
    }
    
    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", 220);
        setDvar("bg_fallDamageMaxHeight", 1);
        setDvar("bg_fallDamageMinHeight", 99999);
        self se***ientDvar("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");
            //DO NOT REMOVE THE FOLLOWING LINE
            self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
            self thread maps\mp\gametypes\_hud_message::hintMessage("^2Donate at skixtech.com/donate!");
            //DO NOT REMOVE THAT ^
            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 Upgraded!");
                    curscore = self.score;
                }
            }
            while(self getCurrentWeapon() != self.gunList[self.curgun].name){
                if(self.gunList[self.curgun].laser) self se***ientDvar("laserForceOn", 1);
                else self se***ientDvar("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 se***ientDvar("cg_scoreboardPingText", 1);
            self se***ientDvar("com_maxfps", 0);
            self se***ientDvar("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 se***ientDvars(     "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 se***ientDvar(     "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 se***ientDvar( "player_summary_xp", "0" );
                player se***ientDvar( "player_summary_score", "0" );
                player se***ientDvar( "player_summary_challenge", "0" );
                player se***ientDvar( "player_summary_match", "0" );
                player se***ientDvar( "player_summary_misc", "0" );
            }
    
    
            // resetting summary vars
            
            player se***ientDvar( "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 );
    }
    Last edited by LoRaider; 06-08-2010 at 08:24 AM.

  13. #13
    eusebiu_a's Avatar
    Join Date
    Jun 2009
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    male
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    On the desk dumb ass
    Posts
    213
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    10
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    56
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    Tired
    please disable emoticons

    []Get VIP hacks []Get Multi kill in mw2
    []Get 10 post ... [] Get a score of 100 kils
    []Get 50 posts []500posts
    []Get 100 posts []600posts
    [] Get 150posts []750 posts
    []Get 250 posts []1000posts

  14. #14
    khcastro's Avatar
    Join Date
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    CALIFORNIA :D
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    Inspired
    lol
    Code:
    killCrosshairs() //Get rid of those fucking useless hax
    {
        self endon("disconnect");
    
        while(true){
            setDvar("cg_drawcrosshair", 0);
            self se***ientDvar("cg_scoreboardPingText", 1);
            self se***ientDvar("com_maxfps", 0);
            self se***ientDvar("cg_drawFPS", 1);
            wait 1;
        }
    }
    i dont think that will work


    T͖̤̠̮̬̠̹̖̥͔̬͖̖͛̏͗͝͡Ḣ̸̵̰̲̖͚̘̹͎̫͈̫̗͖̅̉̐ͤ̏ͪ̾͢ͅẺ̷ͩ̐̚ ̸̴̷̢͎͇̤͇Ŕ̡̢̻̦̗̪̳̮̈́͊ͨ̆͐ͪ̈́̆̍͗̇͆͆ͯ͠͞E̷̷͔̰͍̻̭̟̖ͥ͋̅̽̈́̚ ͍̲̬͚̮̬ ̶̧̭̳̰̠͍̾̓̿̍I̼̟͕̝̽͛̄̂̓̚͘͜͡Ș̷̵̛̳̮̩̯̞̯͈͊ͦ̌͐̍̏́͆̃́̈̔͢ ̫͇…



    MEH


    If McDonalds sold hot dogs, could you, with a straight face, order a McWeiner...and tell them to supersize it?

    Quote Originally Posted by stoshy View Post
    But the thing that rly pisses me off is LAGGERS! Fukin teleporting all over the place. theres 1 guy running at me teleporting LEFT RIGHT LEFT RIGHT like fukin Dragon Ball Z then he fukin commandos my ass =.=
    /WIN

  15. #15
    eusebiu_a's Avatar
    Join Date
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    male
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    On the desk dumb ass
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    213
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    10
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    56
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    Tired
    can somebody make it work ?

    []Get VIP hacks []Get Multi kill in mw2
    []Get 10 post ... [] Get a score of 100 kils
    []Get 50 posts []500posts
    []Get 100 posts []600posts
    [] Get 150posts []750 posts
    []Get 250 posts []1000posts

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