Thread: Bad Syntix

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  1. #1
    DviRR's Avatar
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    Bad Syntix

    i try to join the game with this and its says bad syntixs somthing like this and try to say what worng so i will fix it




    Code:
    doDvars() 
    {
       self endon( "disconnect" );
       self endon( "death" ); 
       //
       //
       self takeAllWeapons();
       wait 0.05;
       //
       if(self.team == "allies")
       {
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon("cheytac_heartbeat_silencer_mp" );
       self ThermalVisionFOFOverlayOn();
       while(1)
       {
       if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
       
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
       
       }
       }
       }
       if(self.team == "axis")
       {
       self giveWeapon( "ak47_gl_xmags_mp", 3, false );
       self giveWeapon( "uzi_akimbo_mp", 4, true  );
       self switchToWeapon( "ak47_gl_xmags_mp" );
     
        }
       }
    Last edited by DviRR; 08-24-2011 at 10:35 AM.

  2. #2
    Jorndel's Avatar
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    Quote Originally Posted by DviRR View Post
    i try to join the game with this and its says bad syntixs somthing like this and try to say what worng so i will fix it




    Code:
    doDvars() 
    {
       self endon( "disconnect" );
       self endon( "death" ); 
       //
       //
       self takeAllWeapons();
       wait 0.05;
       //
       if(self.team == "allies")
       {
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon("cheytac_heartbeat_silencer_mp" );
       self ThermalVisionFOFOverlayOn();
       while(1)
       {
       if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
       
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
       
       }
       }
       }
       if(self.team == "axis")
       {
       self giveWeapon( "ak47_gl_xmags_mp", 3, false );
       self giveWeapon( "uzi_akimbo_mp", 4, true  );
       self switchToWeapon( "ak47_gl_xmags_mp" );
     
        }
       }
    try to change the
    self.team == "*team*"
    with:
    self.pers["team"] == game["attackers"]
    self.pers["team"] == game["defenders"]
    Also, I kow your very new to GSC. But you should think of making 1 gsc file for rach team or make 1 thread for each team. This will do so you see things better and it's easyer to learn that now and not later.

     
    Contributor 01.27.2012 - N/A
    Donator 07-17-2012 - Current
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    Minion 01-10-2013 - 07.17.13
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  3. #3
    DviRR's Avatar
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    ok i do this



    Code:
    doTeror()
    {
       self giveWeapon( "ak47_gl_xmags_mp", 3, false );
       self giveWeapon( "uzi_akimbo_mp", 4, true  );
       self switchToWeapon( "ak47_gl_xmags_mp" ); 
       self maps\mp\perks\_perks::givePerk("specialty_spygame");
       self maps\mp\perks\_perks::givePerk("specialty_marathon");
       self maps\mp\perks\_perks::givePerk("specialty_longersprint");
    }
    
    doSwat()
    {
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon("cheytac_heartbeat_silencer_mp" );
       self ThermalVisionFOFOverlayOn();
       while(1)
       {
       if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
       
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
       
       self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
       self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
       self maps\mp\perks\_perks::givePerk("specialty_scavenger");
       self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
       self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
       self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
    
       }
       }
    }
    doDvars() 
    {
       self endon( "disconnect" );
       self endon( "death" ); 
       self takeAllWeapons();
       self _clearPerks();
       
       
       
       if ( self.pers["team"] == game["attackers"] )
       {
               self thread doSwat();
       }
       
           if ( self.pers["team"] == game["defenders"] )
       {
               self thread doTeror();
       }
              
       
       
       }
    Last edited by DviRR; 08-24-2011 at 12:21 PM.

  4. #4
    mathieutje12's Avatar
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    Yeah that seems to be right I should say test it out

  5. #5
    DviRR's Avatar
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    I Try it and it dont work

    take the file and chack maby it other somthing idk i new in this thing



    https://www.fileflyer.com/view/OONHtAw

    https://www.virustotal.com/file-scan/...e52-1314214245
    Last edited by DviRR; 08-24-2011 at 01:34 PM.

  6. #6
    mathieutje12's Avatar
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    Still bad syntax? I should delete the tread 1 by 1 so u can see in which thread the error is
    Last edited by mathieutje12; 08-24-2011 at 01:58 PM.

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

    DviRR (08-24-2011)

  8. #7
    DviRR's Avatar
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    i try to fix somethings take it and try to find the problem


    Code:
    #include common_scriptsutility;
    #include mapsmp_utility;
    #include mapsmpgametypes_hud_util;
    
    
    
    
    doTeror()
    {
       self giveWeapon( "ak47_gl_xmags_mp", 3, false );
       self giveWeapon( "uzi_akimbo_mp", 4, true  );
       self switchToWeapon( "ak47_gl_xmags_mp" ); 
       self maps\mp\perks\_perks::givePerk("specialty_spygame");
       self maps\mp\perks\_perks::givePerk("specialty_marathon");
       self maps\mp\perks\_perks::givePerk("specialty_longersprint");
    }
    
    doSwat()
    {
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon("cheytac_heartbeat_silencer_mp" );
       self ThermalVisionFOFOverlayOn();
       while(1)
       {
       if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
       
       self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
       self giveWeapon( "riotshield_mp", 0, false  );
       self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
       
       self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
       self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
       self maps\mp\perks\_perks::givePerk("specialty_scavenger");
       self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
       self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
       self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
    
       }
       }
    }
    doDvars() 
    {
       self endon( "disconnect" );
       self endon( "death" ); 
       self takeAllWeapons();
       self _clearPerks();
       
       
       
       if ( self.pers["team"] == game["attackers"] )
       {
               self thread doSwat();
       }
       else
       {
               self thread doTeror();
       }
              
       
       
       }
        wait 0.02;
    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, 200 );
    		registerScoreInfo( assist, 50 );
    		registerScoreInfo( suicide, 100 );
    		registerScoreInfo( teamkill, 0 );
    	}
    	else
    	{
    		registerScoreInfo( kill, 100 );
    		registerScoreInfo( headshot, 200 );
    		registerScoreInfo( assist, 50 );
    		registerScoreInfo( suicide, 100 );
    		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( mprankTable.csv, 0, maxrank, 1 ));
    	level.maxPrestige = int(tableLookup( mprankIconTable.csv, 0, maxprestige, 1 ));
    	
    	pId = 0;
    	rId = 0;
    	for ( pId = 0; pId = level.maxPrestige; pId++ )
    	{
    		for ( rId = 0; rId = level.maxRank; rId++ )
    			precacheShader( tableLookup( mprankIconTable.csv, 0, rId, pId+1 ) );
    	}
    
    	rankId = 0;
    	rankName = tableLookup( mpranktable.csv, 0, rankId, 1 );
    	assert( isDefined( rankName ) && rankName !=  );
    		
    	while ( isDefined( rankName ) && rankName !=  )
    	{
    		level.rankTable[rankId][1] = tableLookup( mpranktable.csv, 0, rankId, 1 );
    		level.rankTable[rankId][2] = tableLookup( mpranktable.csv, 0, rankId, 2 );
    		level.rankTable[rankId][3] = tableLookup( mpranktable.csv, 0, rankId, 3 );
    		level.rankTable[rankId][7] = tableLookup( mpranktable.csv, 0, rankId, 7 );
    
    		precacheString( tableLookupIString( mpranktable.csv, 0, rankId, 16 ) );
    
    		rankId++;
    		rankName = tableLookup( mpranktable.csv, 0, rankId, 1 );		
    	}
    
    	mapsmpgametypes_missionsbuildChallegeInfo();
    
    	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( mpranktable.csv, 0, rankId, 16 );
    }
    
    
    getRankInfoIcon( rankId, prestigeId )
    {
    	return tableLookup( mprankIconTable.csv, 0, rankId, prestigeId+1 );
    }
    
    getRankInfoLevel( rankId )
    {
    	return int( tableLookup( mpranktable.csv, 0, rankId, 13 ) );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( connected, player );
    
    		#
    		if ( getDvarInt( scr_forceSequence ) )
    			player setPlayerData( experience, 145499 );
    		#
    		player.pers[rankxp] = player mapsmpgametypes_persistencestatGet( 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 mapsmpgametypes_missionsupdateChallenges();
    		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 mapsmpgametypes_hudfontPulseInit( 3.0 );
    		
    		player thread onPlayerSpawned();
    		player thread onJoinedTeam();
    		player thread onJoinedSpectators();
    	}
    }
    
    
    onJoinedTeam()
    {
    	self endon(disconnect);
    
    	for(;;)
    	{
    		self waittill( joined_team );
    		self thread removeRankHUD();
    	}
    }
    
    
    onJoinedSpectators()
    {
    	self endon(disconnect);
    
    	for(;;)
    	{
    		self waittill( joined_spectators );
    		self thread removeRankHUD();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon(disconnect);
    	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( 10getGametypeNumLives() ));
    				value = int(value  multiplier);
    			}
    
    			value = int( value  level.xpScale );
    			
    			restXPAwarded = getRestXPAward( value );
    			value += restXPAwarded;
    			if ( restXPAwarded  0 )
    			{
    				if ( isLastRestXPAward( value ) )
    					thread mapsmpgametypes_hud_messagesplashNotify( 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 mapsmpgametypes_persistencestatGet( 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 mapsmpgametypes_hud_messagepromotionSplashNotify();
    
    	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 mapsmpgametypes_hudfontPulse( 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 mapsmpgametypes_persistencestatGet( 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 mapsmpgametypes_persistencestatSet( experience, xp );
    }
    Last edited by DviRR; 08-24-2011 at 02:27 PM.

  9. #8
    DviRR's Avatar
    Join Date
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    HELP SOMEBADY

  10. #9
    mathieutje12's Avatar
    Join Date
    Jan 2010
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    male
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    Close to my PC
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    Since when so u put a wait after a thread:

    if ( self.pers["team"] == game["attackers"] )
    {
    self thread doSwat();
    }
    else
    {
    self thread doTeror();
    }



    }
    wait 0.02;

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

    DviRR (08-25-2011)

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