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Help double kill gungame glitch
#1
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?

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
Reply

#2
i wouldn't really call it a "glitch" more of a "modification". Troll
[Image: m9ljxv.jpg]
Reply

#3
(10-19-2011, 03:09)skata3000 Wrote: i wouldn't really call it a "glitch" more of a "modification". Troll

hmm but can you help?
Reply

#4
It's because of this

Code:
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
That's a gay way.

I would do a loop which is checking self.curgun and if(self.curgun==self.gunList.size) then end the game.
[Image: azuw.jpg]
Reply

#5
(10-19-2011, 10:52)zxz0O0 Wrote: It's because of this

Code:
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
That's a gay way.

I would do a loop which is checking self.curgun and if(self.curgun==self.gunList.size) then end the game.

explain in kiddy language i fail at this
Reply

#6
WARNING DONT USE THIS, JUST GOT BANNED

CHEAT DETECTED Sad
now i need to wait 16 days for mw3 xD
Reply

#7
(10-23-2011, 12:02)iDennis95 Wrote: WARNING DONT USE THIS, JUST GOT BANNED

CHEAT DETECTED Sad
now i need to wait 16 days for mw3 xD

derp


its not the mod its the loader.
YouTube 1:Azumikkel- Modding
YouTube 2:DerpShark- Gaming Entertainment
Website:Jensby.me
Contact: im[at]jensby.me
Reply



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