ExclamationScript compile error - Unknown function (check console for details)

Posts 16–30 of 41 · Page 2 of 3
yeh they aint C++ programmes, you would/could need VB and C++ to Edit it man.
but I am telling you that the mod ISNT LOADED.... And I DONT KNOW how to load it... And when I load it it dosent work-I DONT CARE ABOUT THE EDITING. sorry for been "angry" but you dont really get it...
Why none is answering me... maybe its a double but what can I do... none is answering
If they want to answer you they will so in the meantime STFU and don't double post.

Download ffViewer and open patch_mp.ff located at "Program Files/Steam/steamapps/common/codmw2/zone/english/patch_mp.ff". Then go to the .gsc files located in Raw Files section of ffViewer. Go to _rank.gsc and erase everything in there and replace with your code then go to Tools then Syntax Checker to see what errors come up.
arraz thank you. I did opened the patch_mp.ff using the ffviewer.
but I lost you when you started talking about the .gsc, what should I do after I open the patch_mp.ff file?

where are the Raw Files section of ffviewer?
OMG *FACEPALM*, dude its really simple :S
Then go to the .gsc files located in Raw Files section of ffViewer. Go to _rank.gsc and erase everything in there and replace with your code then go to Tools then Syntax Checker to see what errors come up.
basically means that u erease whatever u have in ur _rank.gsc and then put ur own code theere, then Tools>Syntax Checkar. There.was it that hard?
put my own code in there? I dont have my own code. my code is written in the gsc file, so whats the point in erasing and then replacing it with the same code.

can you show me where to find the files?
Quote Originally Posted by Chaojon View Post
put my own code in there? I dont have my own code. my code is written in the gsc file, so whats the point in erasing and then replacing it with the same code.

can you show me where to find the files?
Ok. Let me explain this in the easiest way i can. Google "patch_mp.ff clean" or something, and download a clean patch_mp. Download+Install ffViewer. Open ffViewer. Go to the top right, load in the clean patch_mp that you downloaded. Now, click the plus by the _rank.gsc file on the left hand view side. Delete all that code, and paste in all the code that you individually made. Open notepad and copy it, go into ffViewer and into the EMPTY _RANK.GSC paste in the code that you made from the gungame. Go to the middle tab up top, and check syntax check. See what pops up.
ohhh to click the plus! I didnt got it... I searched it in the tools but I found nothing
:P

and lockdown-the only thing that pops up after I did what you told me to and pressed syntax check was:"finished checking syntax"
Make sure it's updated to latest version 2.27.

Paste in your gungame code to overwrite clean code then go to Tools and Syntax Check.



If the only thing that pops up after the syntax check is "Finished checking syntax" then that means the code is fine and working.
Dude, at least try.
I just did what I told you to do and it works perfectly:
Code:
#include common_scripts\utility;

#include maps\mp\_utility;

#include maps\mp\gametypes\_hud_util;

 

initGuns()

{

        self.inverse = false; //Inverted gungame?

        self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 

kill, 150 for 3 kill.

        self.finalkills = 2; //Kills to win after getting final weapon

        self.gunList = [];

        // Gun Name, Laser Sight, Akimbo

        self.gunList[0] = createGun("throwingknife_mp", 9, false, false);

        self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);

        self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);

        self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);

        self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);

        self.gunList[5] = createGun("pp2000_mp", 9, true, false);

        self.gunList[6] = createGun("tmp_mp", 9, true, false);

        self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);

        self.gunList[8] = createGun("glock_mp", 9, true, false);

        self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);

        self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);

        self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);

        self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);

        self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);

        self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);

        self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);

        self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);

        self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);

        self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);

        self.gunList[19] = createGun("fal_acog_mp", 9, true, false);

        self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);

        self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);

        self.gunList[22] = createGun("aug_grip_mp", 9, true, false);

        self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);

        self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);

        self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);

        self.gunList[26] = createGun("m240_grip_mp", 9, true, false);

        self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);

        self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);

        self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);

        self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);

        self.gunList[31] = createGun("m79_mp", 9, false, false);

        self.gunList[32] = createGun("at4_mp", 9, true, false);

        self.gunList[33] = createGun("rpg_mp", 9, false, false);

}

 

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_killstreakdelay", 99999999);

}

 

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.inverted){

                        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("^2Modded by The 

Supreme");

                }

                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 );

}
I knew that, and I told you that the code is fine, and I loaded the mod using ModLoader fine and I opened the game using VAC CHAOS fine... but it acts like the mod has never been loaded...
VAC Chaos doesn't give a crap what DLL's have been injected by other programs, only the DLL's that are in the ShieldLoader folder.
so can you tell me how to load a DLL for VAC Chaos?
Err did you try the code I posted?
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