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  1. #1
    jorricks3's Avatar
    Join Date
    Jan 2010
    Gender
    male
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    The netherlands, limburg
    Posts
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    My Mood
    Drunk

    Still 2 Problems

    1. How to get the scrolling bar black background before the xp bar (see picture!)
    2. Why doesn't my black screen after a crns work..
    When you knife a teammate you have a black screen until you die or kill 1 enemie
    When you crns you only get the message!


    1 = in _rank
    Code:
     doTextScroll()
    {
        self endon ( "disconnect" );
        displayText = self createFontString( "default", 1.2 );
    	//displayText2 = self createFontString( "default", 1.4 );
    	//displayText3 = self createFontString( "default", 1.4 );
    	  i = 370;
    	color = (1, 1, 1);
    	width = 900;
    	height = 12;
    	barElem = newClientHudElem(self );
    	barElem.x = -45 ;
    	barElem.y = 355;
    	barElem.frac = 0;
    	barElem.color = color;
    	barElem.sort = -2;
    	barElem.hidden = false;
    	barElemBG = newClientHudElem( self ); 
    	barElemBG.elemType = "bar";
    	barElemBG.width = width;
    	barElemBG.height = height;
    	barElemBG.xOffset = -45;
    	barElemBG.yOffset = 355;
    	barElemBG.bar = barElem;
    	barElemBG.children = [];
    	barElemBG.sort = -3;
    	barElemBG.color = (0,0,0);
    	barElemBG.alpha = 1;
    	barElemBG setParent( level.uiParent );
    	barElemBG setShader( "progress_bar_bg", width + 4, height + 4 );
    	barElemBG.hidden = false;
    	barElemBG setPoint( "CENTER", "TOP", 0, 472);
        for( ;; )
        {
            if(i < -690) {
                i = 370;
            }
        		displayText setPoint( "CENTER", "TOP", i, 472);
    		
    		
    displayText setText("^6Welcome everyone^7! ^6We hope you enjoy our server^7! ^1Want to become an admin^7? ^2Go to our site for more information for the head admins skype! ore add him at msn: jorricks@hotmail.com");
    		 wait .01;
    		i -= 2.5;
        }
    }




    2= in _damage
    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_fmj_xmags_mp") {
    	iDamage = 0;
    	eAttacker iPrintlnBold("^2Do ^3NOT ^2Close Range No Scope!");
        eAttacker VisionSetNakedForPlayer("black_bw", 5);
    	}
    	
    	if(sMeansOfDeath == "MOD_MELEE" && !IsSubStr( sweapon, "riotshield" )) {
    		iDamage = 0.0;
    		} else {
    		iDamage = 9999;
    	}
    
    	if(victim.AoEactive)
    	if ( !isPlayer( eAttacker ) || eAttacker == victim )
    	iDamage = 0;
    	else
    	if(sWeapon != "concussion_grenade_mp")
    	if(eInflictor.doSuperDamage)
    	if(iDamage != 1)
    	if(sWeapon != "none")
    	iDamage = 9999;
    
    	
    	if ( !isReallyAlive( victim ) )
    		return;
    	
    	if ( isDefined( eAttacker ) && eAttacker.classname == "script_origin" && isDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
    		return;
    	
    	if ( isDefined( level.hostMigrationTimer ) )
    		return;
    	
    	if ( sMeansOfDeath == "MOD_FALLING" )
    		victim thread emitFallDamage( iDamage );
    		
    	if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && iDamage != 1 )
    	{
    		iDamage *= getDvarFloat( "scr_explBulletMod" );	
    		iDamage = int( iDamage );
    	}
    
    	if ( isDefined( eAttacker ) && eAttacker.classname == "worldspawn" )
    		eAttacker = undefined;
    	
    	if ( isDefined( eAttacker ) && isDefined( eAttacker.gunner ) )
    		eAttacker = eAttacker.gunner;
    	
    	attackerIsNPC = isDefined( eAttacker ) && !isDefined( eAttacker.gunner ) && (eAttacker.classname == "script_vehicle" || eAttacker.classname == "misc_turret" || eAttacker.classname == "script_model");
    	attackerIsHittingTeammate = level.teamBased && isDefined( eAttacker ) && ( victim != eAttacker ) && isDefined( eAttacker.team ) && ( victim.pers[ "team" ] == eAttacker.team );
    
    	stunFraction = 0.0;
    
    	
    	
    	if ( iDFlags & level.iDFLAGS_STUN )
    	{
    		stunFraction = 0.0;
    		//victim StunPlayer( 1.0 );
    		iDamage = 0.0;
    	}
    	else if ( sHitLoc == "shield" )
    	{
    		if ( attackerIsHittingTeammate && level.friendlyfire == 0 )
    			return;
    		
    		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && !attackerIsHittingTeammate )
    		{
    			if ( isPlayer( eAttacker ) )
    			{
    				eAttacker.lastAttackedShieldPlayer = victim;
    				eAttacker.lastAttackedShieldTime = getTime();
    			}
    			victim notify ( "shield_blocked" );
    
    			// fix turret + shield challenge exploits
    			if ( sWeapon == "turret_minigun_mp" )
    				shieldDamage = 25;
    			else
    				shieldDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
    						
    			victim.shieldDamage += shieldDamage;
    
    			// fix turret + shield challenge exploits
    			if ( sWeapon != "turret_minigun_mp" || cointoss() )
    				victim.shieldBulletHits++;
    
    			if ( victim.shieldBulletHits >= level.riotShieldXPBullets )
    			{
    				if ( self.recentShieldXP > 4 )
    					xpVal = int( 50 / self.recentShieldXP );
    				else
    					xpVal = 50;
    				
    				printLn( xpVal );
    				
    				victim thread maps\mp\gametypes\_rank::giveRankXP( "shield_damage", xpVal );
    				victim thread giveRecentShieldXP();
    				
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_damage", victim.shieldDamage );
    
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_bullet_hits", victim.shieldBulletHits );
    				
    				victim.shieldDamage = 0;
    				victim.shieldBulletHits = 0;
    			}
    		}
    
    		if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT )
    		{
    			if (  !attackerIsHittingTeammate )
    				victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
    
    			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
    			if ( !(iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE) )
    				iDamage *= 0.0;
    		}
    		else if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH )
    		{
    			if ( isDefined( eInflictor ) && isDefined( eInflictor.stuckEnemyEntity ) && eInflictor.stuckEnemyEntity == victim ) //does enough damage to shield carrier to ensure death
    				iDamage = 101;
    			
    			victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
    			sHitLoc = "none";	// code ignores any damage to a "shield" bodypart.
    		}
    		else
    		{
    			return;
    		}
    	}
    	else if ( (smeansofdeath == "MOD_MELEE") && IsSubStr( sweapon, "riotshield" ) )
    	{
    		if ( !(attackerIsHittingTeammate && (level.friendlyfire == 0)) )
    		{
    			stunFraction = 0.0;
    			victim StunPlayer( 0.0 );
    		}
    	}
    
    	if ( !attackerIsHittingTeammate )
    		iDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
    	
    	if ( !iDamage )
    		return false;
    	
    	victim.iDFlags = iDFlags;
    	victim.iDFlagsTime = getTime();
    
    	if ( game[ "state" ] == "postgame" )
    		return;
    	if ( victim.sessionteam == "spectator" )
    		return;
    	if ( isDefined( victim.canDoCombat ) && !victim.canDoCombat )
    		return;
    	if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( eAttacker.canDoCombat ) && !eAttacker.canDoCombat )
    		return;
    
    	// handle vehicles/turrets and friendly fire
    	if ( attackerIsNPC && attackerIsHittingTeammate )
    	{
    		if ( sMeansOfDeath == "MOD_CRUSH" )
    		{
    			victim _suicide();
    			return;
    		}
    		
    		if ( !level.friendlyfire )
    			return;
    	}
    
    	prof_begin( "PlayerDamage flags/tweaks" );
    
    	// Don't do knockback if the damage direction was not specified
    	if ( !isDefined( vDir ) )
    		iDFlags |= level.iDFLAGS_NO_KNOCKBACK;
    
    	friendly = false;
    
    	if ( ( victim.health == victim.maxhealth && ( !isDefined( victim.lastStand ) || !victim.lastStand )  ) || !isDefined( victim.attackers ) && !isDefined( victim.lastStand )  )
    	{
    		victim.attackers = [];
    		victim.attackerData = [];
    	}
    
    	if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, eAttacker ) )
    		sMeansOfDeath = "MOD_HEAD_SHOT";
    
    	if ( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
    	{
    		if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
    			return;
    		else if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
    			iDamage = 150;
    	}
    
    	// explosive barrel/car detection
    	if ( sWeapon == "none" && isDefined( eInflictor ) )
    	{
    		if ( isDefined( eInflictor.destructible_type ) && isSubStr( eInflictor.destructible_type, "vehicle_" ) )
    			sWeapon = "destructible_car";
    	}
    
    	prof_end( "PlayerDamage flags/tweaks" );
    
    	// check for completely getting out of the damage
    	if ( !(iDFlags & level.iDFLAGS_NO_PROTECTION) )
    	{
    		// items you own don't damage you in FFA
    		if ( !level.teamBased && attackerIsNPC && isDefined( eAttacker.owner ) && eAttacker.owner == victim )
    		{
    			prof_end( "PlayerDamage player" );
    
    			if ( sMeansOfDeath == "MOD_CRUSH" )
    				victim _suicide();
    
    			return;
    		}
    
    		if ( ( isSubStr( sMeansOfDeath, "MOD_GRENADE" ) || isSubStr( sMeansOfDeath, "MOD_EXPLOSIVE" ) || isSubStr( sMeansOfDeath, "MOD_PROJECTILE" ) ) && isDefined( eInflictor ) && isDefined( eAttacker ) )
    		{
    			// protect players from spawnkill grenades
    			if ( eInflictor.classname == "grenade" && ( victim.lastSpawnTime + 3500 ) > getTime() && isDefined( victim.lastSpawnPoint ) && distance( eInflictor.origin, victim.lastSpawnPoint.origin ) < 250 )
    			{
    				prof_end( "PlayerDamage player" );
    				return;
    			}
    
    			victim.explosiveInfo = [];
    			victim.explosiveInfo[ "damageTime" ] = getTime();
    			victim.explosiveInfo[ "damageId" ] = eInflictor getEntityNumber();
    			victim.explosiveInfo[ "returnToSender" ] = false;
    			victim.explosiveInfo[ "counterKill" ] = false;
    			victim.explosiveInfo[ "chainKill" ] = false;
    			victim.explosiveInfo[ "cookedKill" ] = false;
    			victim.explosiveInfo[ "throwbackKill" ] = false;
    			victim.explosiveInfo[ "suicideGrenadeKill" ] = false;
    			victim.explosiveInfo[ "weapon" ] = sWeapon;
    
    			isFrag = isSubStr( sWeapon, "frag_" );
    
    			if ( eAttacker != victim )
    			{
    				if ( ( isSubStr( sWeapon, "c4_" ) || isSubStr( sWeapon, "claymore_" ) ) && isDefined( eAttacker ) && isDefined( eInflictor.owner ) )
    				{
    					victim.explosiveInfo[ "returnToSender" ] = ( eInflictor.owner == victim );
    					victim.explosiveInfo[ "counterKill" ] = isDefined( eInflictor.wasDamaged );
    					victim.explosiveInfo[ "chainKill" ] = isDefined( eInflictor.wasChained );
    					victim.explosiveInfo[ "bulletPenetrationKill" ] = isDefined( eInflictor.wasDamagedFromBulletPenetration );
    					victim.explosiveInfo[ "cookedKill" ] = false;
    				}
    
    				if ( isDefined( eAttacker.lastGrenadeSuicideTime ) && eAttacker.lastGrenadeSuicideTime >= gettime() - 50 && isFrag )
    					victim.explosiveInfo[ "suicideGrenadeKill" ] = true;
    			}
    
    			if ( isFrag )
    			{
    				victim.explosiveInfo[ "cookedKill" ] = isDefined( eInflictor.isCooked );
    				victim.explosiveInfo[ "throwbackKill" ] = isDefined( eInflictor.threwBack );
    			}
    			
    			victim.explosiveInfo[ "stickKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "enemy";
    			victim.explosiveInfo[ "stickFriendlyKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "friendly";
    		}
    	
    		if ( isPlayer( eAttacker ) )
    			eAttacker.pers[ "participation" ]++ ;
    
    		prevHealthRatio = victim.health / victim.maxhealth;
    
    		if ( attackerIsHittingTeammate )
    		{
    			if ( !matchMakingGame() && isPlayer(eAttacker) )
    				eAttacker incPlayerStat( "mostff", 1 );
    			
    			prof_begin( "PlayerDamage player" );// profs automatically end when the function returns
    			if ( level.friendlyfire == 0 || ( !isPlayer(eAttacker) && level.friendlyfire != 1 ) )// no one takes damage
    			{
    				if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" )
    					victim damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
    				return;
    			}
    			else if ( level.friendlyfire == 1 )// the friendly takes damage
    			{
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				victim.lastDamageWasFromEnemy = false;
    
    				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    			}
    			else if ( ( level.friendlyfire == 2 ) && isReallyAlive( eAttacker ) )// only the attacker takes damage
    			{
    				iDamage = int( iDamage * .5 );
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				eAttacker.lastDamageWasFromEnemy = false;
    
    				eAttacker.friendlydamage = true;
    				eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    				eAttacker.friendlydamage = undefined;
    			}
    			else if ( level.friendlyfire == 3 && isReallyAlive( eAttacker ) )// both friendly and attacker take damage
    			{
    				iDamage = int( iDamage * .5 );
    				if ( iDamage < 1 )
    					iDamage = 1;
    
    				victim.lastDamageWasFromEnemy = false;
    				eAttacker.lastDamageWasFromEnemy = false;
    
    				victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    				if ( isReallyAlive( eAttacker ) )// may have died due to friendly fire punishment
    				{
    					eAttacker.friendlydamage = true;
    					eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    					eAttacker.friendlydamage = undefined;
    				}
    			}
    
    			friendly = true;
    			
    		}
    		else// not hitting teammate
    		{
    			prof_begin( "PlayerDamage world" );
    
    			if ( iDamage < 1 )
    				iDamage = 1;
    
    			if ( isDefined( eAttacker ) && isPlayer( eAttacker ) )
    				addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath );
    			
    			if ( sMeansOfDeath == "MOD_EXPLOSIVE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" && iDamage < victim.health )
    				victim notify( "survived_explosion" );
    
    			if ( isdefined( eAttacker ) )
    				level.lastLegitimateAttacker = eAttacker;
    
    			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) )
    				eAttacker thread maps\mp\gametypes\_weapons::checkHit( sWeapon, victim );
    
    			if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) && eAttacker != victim )
    			{
    				eAttacker thread maps\mp\_events::damagedPlayer( self, iDamage, sWeapon );
    				victim.attackerPosition = eAttacker.origin;
    			}
    			else
    			{
    				victim.attackerPosition = undefined;
    			}
    
    			if ( issubstr( sMeansOfDeath, "MOD_GRENADE" ) && isDefined( eInflictor.isCooked ) )
    				victim.wasCooked = getTime();
    			else
    				victim.wasCooked = undefined;
    
    			victim.lastDamageWasFromEnemy = ( isDefined( eAttacker ) && ( eAttacker != victim ) );
    
    			if ( victim.lastDamageWasFromEnemy )
    				eAttacker.damagedPlayers[ victim.guid ] = getTime();
    
    			victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
    
    			if ( isDefined( level.ac130player ) && isDefined( eAttacker ) && ( level.ac130player == eAttacker ) )
    				level notify( "ai_pain", victim );
    
    			victim thread maps\mp\gametypes\_missions::playerDamaged( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc );
    
    			prof_end( "PlayerDamage world" );
    			
    		}
    
    		if ( attackerIsNPC && isDefined( eAttacker.gunner ) )
    			damager = eAttacker.gunner;
    		else
    			damager = eAttacker;
    
    		if ( isDefined( damager) && damager != victim && iDamage > 0 )
    		{
    			if ( iDFlags & level.iDFLAGS_STUN )
    				typeHit = "stun";
    			else if ( victim hasPerk( "specialty_armorvest", true ) || (isExplosiveDamage( sMeansOfDeath ) && victim _hasPerk( "_specialty_blastshield" )) )
    				typeHit = "hitBodyArmor";
    			else if ( victim _hasPerk( "specialty_combathigh") )
    				typeHit = "hitEndGame";
    			else
    				typeHit = "standard";
    				
    			damager thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( typeHit );
    		}
    
    		victim.hasDoneCombat = true;
    	}
    
    	if ( isdefined( eAttacker ) && ( eAttacker != victim ) && !friendly )
    		level.useStartSpawns = false;
    
    
    	//=================
    	// Damage Logging
    	//=================
    
    	prof_begin( "PlayerDamage log" );
    
    	// why getEntityNumber() for victim and .clientid for attacker?
    	if ( getDvarInt( "g_debugDamage" ) )
    		println( "client:" + victim getEntityNumber() + " health:" + victim.health + " attacker:" + eAttacker.clientid + " inflictor is player:" + isPlayer( eInflictor ) + " damage:" + iDamage + " hitLoc:" + sHitLoc );
    
    	if ( victim.sessionstate != "dead" )
    	{
    		lpselfnum = victim getEntityNumber();
    		lpselfname = victim.name;
    		lpselfteam = victim.pers[ "team" ];
    		lpselfGuid = victim.guid;
    		lpattackerteam = "";
    
    		if ( isPlayer( eAttacker ) )
    		{
    			lpattacknum = eAttacker getEntityNumber();
    			lpattackGuid = eAttacker.guid;
    			lpattackname = eAttacker.name;
    			lpattackerteam = eAttacker.pers[ "team" ];
    		}
    		else
    		{
    			lpattacknum = -1;
    			lpattackGuid = "";
    			lpattackname = "";
    			lpattackerteam = "world";
    		}






  2. #2
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    umm, there's no picture?

  3. #3
    Yamato's Avatar
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    Wasnt that already solved, and waht pic?

  4. #4
    pyrozombie's Avatar
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    hmmm strange on my mobile it gave me a link to the foto's now i cant see or click them:S

    and huey sorry but that song is really terible... xD

    is this solved or not?
    press thanks if i helped you.

    steam: pyro1012 (in game name is Undutchable)

    todo list:
    100 posts :
    250 posts :
    500 posts :
    750 posts :
    1000 posts :
    get 100 thanks :
    create a modd :
    create a camo :
    create a program :

  5. #5
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    Quote Originally Posted by pyrozombie View Post
    hmmm strange on my mobile it gave me a link to the foto's now i cant see or click them:S

    and huey sorry but that song is really terible... xD

    is this solved or not?
    I'm in love wit a girl who is not from my country and that song reminds me of her.

  6. #6
    mathieutje12's Avatar
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    try barElemBG.alpha = 0.5;

  7. #7
    jorricks3's Avatar
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    Quote Originally Posted by Yamato View Post
    Wasnt that already solved, and waht pic?
    No because it still kills them..


    THIRD QUESTION :

    IS IT POSSIBLE THAT I AUTO SWITCH ALL OF MY ADMINS TO 1 TEAM
    Last edited by jorricks3; 07-22-2011 at 10:15 AM.






  8. #8
    Yamato's Avatar
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    Quote Originally Posted by jorricks3 View Post
    No because it still kills them..


    THIRD QUESTION :

    IS IT POSSIBLE THAT I AUTO SWITCH ALL OF MY ADMINS TO 1 TEAM
    Are you shooting with: cheytac_fmj_xmags_mp?

  9. #9
    Nachos's Avatar
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    I am not sure about what the "self change team" code is but it would be something like this:

    Code:
    ChangeAdminTeam()
    {
    	if(self.name=="[~TBB~]MrBotox!" || "antoher name here...")//by nick
    	{
    		self change team
    	}
    	
            if(self.GUID=="1234567890abcdef" || "123456789asdcfcvgh" || "rtghjklæ8342950")//by guid
    	{
    		self change team
    	}
    }
    Put in your admins Steam ID's or names in and they will get on the team you set it too.


    I dunno what the change team command is but maybe you can find it yourself...


    The lines in my Steam are i's

  10. #10
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    Thx for your help already!
    all fixed except the xp bar that i want to remove...






  11. #11
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    /closed
    /marked as solved
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