Request a Mod Thread
Does anyone know the correct code to automaticly pick a class after you select a team?
Hi, i like to request a mod.
Features:
-infinite ammo
-gungame with some changes,
More info about the mod (when needed):
Use that base code
(has been downloaded, and some lines like barret or intervention has been deleted, tell me if theres anything wrong)
1. I want that after 5 kills with the RPG, the player will get a nuke
2. I want that there will be faster ADS and not just faster reloading like it says
3. and
I would preffer that in when the match begins, It will say what it should say, but it will say- Has been edited by |S6| Jonnyboy. Thank you <the one who will answer me>, I highly apreciate the help you gave me in editing that mod.
4. I want that people will need to press 3 for activating or deactivating laser
5. I want that N WONT give night vision, I want that N will unlock all
M will level 70 and 5 will Thermal Vision
Thank you, I will very apreciate your help
Features:
-infinite ammo
-gungame with some changes,
More info about the mod (when needed):
Use that base code
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
initGuns()
{
self.inverse = false; //Inverted gungame?
self.upgscore = 50; //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("m79_mp", 9, false, false);
self.gunList[30] = createGun("at4_mp", 9, true, false);
self.gunList[31] = createGun("rpg_mp", 9, false, 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", "GunGame-By Jonnyboy");
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 setClientDvar("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");
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 setClientDvar("laserForceOn", 1);
else self setClientDvar("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 setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("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 setClientDvars( "ui_challenge_1_ref", "",
"ui_challenge_2_ref", "",
"ui_challenge_3_ref", "",
"ui_challenge_4_ref", "",
"ui_challenge_5_ref", "",
"ui_challenge_6_ref", "",
"ui_challenge_7_ref", ""
);
}
player setClientDvar( "ui_promotion", 0 );
if ( !isDefined( player.pers["summary"] ) )
{
player.pers["summary"] = [];
player.pers["summary"]["xp"] = 0;
player.pers["summary"]["score"] = 0;
player.pers["summary"]["challenge"] = 0;
player.pers["summary"]["match"] = 0;
player.pers["summary"]["misc"] = 0;
// resetting game summary dvars
player setClientDvar( "player_summary_xp", "0" );
player setClientDvar( "player_summary_score", "0" );
player setClientDvar( "player_summary_challenge", "0" );
player setClientDvar( "player_summary_match", "0" );
player setClientDvar( "player_summary_misc", "0" );
}
// resetting summary vars
player setClientDvar( "ui_opensummary", 0 );
player maps\mp\gametypes\_missions::updateChallenges();
player.explosiveKills[0] = 0;
player.xpGains = [];
player.hud_scorePopup = newClientHudElem( player );
player.hud_scorePopup.horzAlign = "center";
player.hud_scorePopup.vertAlign = "middle";
player.hud_scorePopup.alignX = "center";
player.hud_scorePopup.alignY = "middle";
player.hud_scorePopup.x = 0;
if ( level.splitScreen )
player.hud_scorePopup.y = -40;
else
player.hud_scorePopup.y = -60;
player.hud_scorePopup.font = "hudbig";
player.hud_scorePopup.fontscale = 0.75;
player.hud_scorePopup.archived = false;
player.hud_scorePopup.color = (0.5,0.5,0.5);
player.hud_scorePopup.sort = 10000;
player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
player thread 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 );
}
1. I want that after 5 kills with the RPG, the player will get a nuke
2. I want that there will be faster ADS and not just faster reloading like it says
3. and
I would preffer that in when the match begins, It will say what it should say, but it will say- Has been edited by |S6| Jonnyboy. Thank you <the one who will answer me>, I highly apreciate the help you gave me in editing that mod.
4. I want that people will need to press 3 for activating or deactivating laser
5. I want that N WONT give night vision, I want that N will unlock all
M will level 70 and 5 will Thermal Vision
Thank you, I will very apreciate your help
HI,guys i like to request a Battlefield-Bad Company Mod
8 cases =
1 case : Soldier
m4 + red-dot sight ,fmj
(sleight of hand , stopping power)
2 case :Spy
usp + tacktical,fmj
(marathon,leightweight,kommando)
press a botton for being invissible for 30 sek
3 case : Terrorist
RPD + fmj , red-dot sight
(sleight of hand , stopping power)
4 case: Medic
Spaß + grip , fmj
usp + fmj
(marathon ,stopping power )
They have a sentury gun
5 case : Pyro
spaß , stinger , thumper
( direct contact,sleight of hand )
they have a helicopter
6 case : Sniper
Barret kal.50 + fmj
( sleight of hand , stopping power)
7 case :Heavy
you can give him what u want
8 case : Ghost
he is faster than others and have a pistol with knife and silencer , trowing knife and a vector with holo -seight and silencer
8 cases =
1 case : Soldier
m4 + red-dot sight ,fmj
(sleight of hand , stopping power)
2 case :Spy
usp + tacktical,fmj
(marathon,leightweight,kommando)
press a botton for being invissible for 30 sek
3 case : Terrorist
RPD + fmj , red-dot sight
(sleight of hand , stopping power)
4 case: Medic
Spaß + grip , fmj
usp + fmj
(marathon ,stopping power )
They have a sentury gun
5 case : Pyro
spaß , stinger , thumper
( direct contact,sleight of hand )
they have a helicopter
6 case : Sniper
Barret kal.50 + fmj
( sleight of hand , stopping power)
7 case :Heavy
you can give him what u want
8 case : Ghost
he is faster than others and have a pistol with knife and silencer , trowing knife and a vector with holo -seight and silencer
I would still like to have mine mod 

Hi, i like to request a mod.
Features:
-press 5 for AK47
-press 6 for Desert Eagle with tactical knife
-press 7 for Barret .50 cal with ACOG scope
-press 8 for Mini Uzi with Silencer
-press 9 for Ranger Akimbo
Features:
-press 5 for AK47
-press 6 for Desert Eagle with tactical knife
-press 7 for Barret .50 cal with ACOG scope
-press 8 for Mini Uzi with Silencer
-press 9 for Ranger Akimbo
Hi, Id like to request a mod
Features:
-All challenges done for p90
-All challenges done for tar-21
-All challenges done for ump45
More info:
I need this mod to get my friends challenges done for those guns because he wanted me to do them manually but i figured it will take ages to get the headshots done.Thanks to anyone who could do this mod for me :]
Features:
-All challenges done for p90
-All challenges done for tar-21
-All challenges done for ump45
More info:
I need this mod to get my friends challenges done for those guns because he wanted me to do them manually but i figured it will take ages to get the headshots done.Thanks to anyone who could do this mod for me :]
Hi, i dont need a mod cuz i already have it i need a mod for the gungame mod that adds the nuke as the last "gun"
ppl did try to help me but it still didnt work if you can help me it will be great
here is the code (plz tell me whats not good?!):
ppl did try to help me but it still didnt work if you can help me it will be great
here is the code (plz tell me whats not good?!):
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
initGuns()
{
self.inverse = false; //Inverted gungame?
self.upgscore = 50; //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_reflex_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_akimbo_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("c4_mp", 9, true, false);
self.gunList[35] = creategun("semtex_mp", 9, true, false);
self.gunList[36] = creategun("ac130_25mm_mp", 9, true, false);
self.gunList[37] = creategun("ac130_40mm_mp", 9, true, false);
self.gunList[38] = creategun("ac130_105mm_mp", 9, true, false);
self.gunList[39] = self maps\mp\killstreaks\_killstreaks::giveKillstreak("nuke", 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", 240);
setDvar("bg_fallDamageMaxHeight", 1);
setDvar("bg_fallDamageMinHeight", 99999);
self setClientDvar("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- ^7added weapons by Homiko");
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");
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 ^3Upgraded!");
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self setClientDvar("laserForceOn", 1);
else self setClientDvar("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 setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("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 setClientDvars( "ui_challenge_1_ref", "",
"ui_challenge_2_ref", "",
"ui_challenge_3_ref", "",
"ui_challenge_4_ref", "",
"ui_challenge_5_ref", "",
"ui_challenge_6_ref", "",
"ui_challenge_7_ref", ""
);
}
player setClientDvar( "ui_promotion", 0 );
if ( !isDefined( player.pers["summary"] ) )
{
player.pers["summary"] = [];
player.pers["summary"]["xp"] = 0;
player.pers["summary"]["score"] = 0;
player.pers["summary"]["challenge"] = 0;
player.pers["summary"]["match"] = 0;
player.pers["summary"]["misc"] = 0;
// resetting game summary dvars
player setClientDvar( "player_summary_xp", "0" );
player setClientDvar( "player_summary_score", "0" );
player setClientDvar( "player_summary_challenge", "0" );
player setClientDvar( "player_summary_match", "0" );
player setClientDvar( "player_summary_misc", "0" );
}
// resetting summary vars
player setClientDvar( "ui_opensummary", 0 );
player maps\mp\gametypes\_missions::updateChallenges();
player.explosiveKills[0] = 0;
player.xpGains = [];
player.hud_scorePopup = newClientHudElem( player );
player.hud_scorePopup.horzAlign = "center";
player.hud_scorePopup.vertAlign = "middle";
player.hud_scorePopup.alignX = "center";
player.hud_scorePopup.alignY = "middle";
player.hud_scorePopup.x = 0;
if ( level.splitScreen )
player.hud_scorePopup.y = -40;
else
player.hud_scorePopup.y = -60;
player.hud_scorePopup.font = "hudbig";
player.hud_scorePopup.fontscale = 0.75;
player.hud_scorePopup.archived = false;
player.hud_scorePopup.color = (0.5,0.5,0.5);
player.hud_scorePopup.sort = 10000;
player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
player thread 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 );
}
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