if i double kill it doesnt skip a round, but you will need one less kill to finish the game, can anyone make it you need to kill with all weapons once?
i already set self.finalkills to 2 to prevent it a little
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 = 2; //Kills to win after getting final weapon
self.gunList = [];
// Gun Name, Laser Sight, Akimbo
self.gunList[0] = createGun("throwingknife_mp", 9, true, false);
self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
self.gunList[5] = createGun("pp2000_mp", 9, true, false);
self.gunList[6] = createGun("tmp_mp", 9, true, false);
self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
self.gunList[8] = createGun("glock_mp", 9, true, false);
self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
self.gunList[31] = createGun("m79_mp", 9, false, false);
self.gunList[32] = createGun("at4_mp", 9, true, false);
self.gunList[33] = createGun("rpg_mp", 9, false, false);
self.gunList[34] = createGun("ak47_reflex_mp", 9, true, false);
self.gunList[35] = createGun("famas_eotech_mp", 9, true, false);
self.gunList[36] = createGun("model1887_fmj_mp", 9, true, false);
self.gunList[37] = createGun("deserteagle_akimbo_fmj_mp", 9, true, true);
self.gunList[38] = createGun("kriss_silencer_xmags_mp", 9, false, false);
self.gunList[39] = createGun("fn2000_silencer_mp", 9, false, false);
self.gunList[40] = createGun("tavor_acog_mp", 9, false, false);
self.gunList[41] = createGun("sa80_eotech_grip_mp", 9, false, false);
self.gunList[42] = createGun("semtex_mp", 9, false, false);
self.gunList[43] = createGun("frag_grenade_mp", 9, false, false);
self.gunList[44] = createGun("m4_reflex_silencer_mp", 9, false, false);
self.gunList[45] = createGun("c4_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_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");
//DO NOT REMOVE THE FOLLOWING LINE
self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2aint it awesome?!");
//DO NOT REMOVE THAT ^
self.firstRun = false;
}
}
doGun()
{
self endon("disconnect");
if(self.inverse) self.curgun = self.gunList.size - 1;
else self.curgun = 0;
curscore = 0;
done = false;
while(true){
if(self.inverse && self.curgun <= 0) done = true;
if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
if(!done){
if(self.inverse && (self.score - curscore >= self.upgscore)){
self.curgun--;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
curscore = self.score;
}else if((self.score - curscore >= self.upgscore)){
self.curgun++;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self 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 already set self.finalkills to 2 to prevent it a little