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Help give points for the deaths of bullets
#1
Heart 
hey hey, I have a question for you, is it possible to do that would be mended glasses for death? ie for example: I have infected 300 points is killing me and I survived 100 is added, so if the infected die from bullets 10 times, then 1000 points! is it possible? it will be useful code please give it to me in a short time, I want to make a video tutorial for RUSSIAN....
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#2
....glasses for death..... o.o
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#3
(03-11-2013, 11:34)SailorMoon Wrote: ....glasses for death..... o.o

?
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#4
Do a check onplayerkilled if MOD_X then give them Y points..
Note: You would need an else statement for deaths.
Like this from our QCZM:
Code:
if (attacker != null)
            {
                if (attacker.IsPlayer && attacker.IsAlive)
                {
                    if (attacker.GetField<string>("sessionteam") == "allies")
                    {
                        if (mod == "MOD_MELEE")
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 200);
                            //attacker.Call("iprintlnbold", "Melee Kill! ^1+200");
                            doScorePopUp(attacker, "Melee Kill! ^1+{0}", 200);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        else
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 50);
                            //attacker.Call("iprintlnbold", "Killed Zombie. ^1+50");
                            doScorePopUp(attacker, "Killed Zombie. ^1+{0}", 50);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        player.SetField("cash", player.GetField<int>("cash") + 50);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                        //player.Call("iprintlnbold", "Died! ^1+50");
                        doScorePopUp(player, "Died! ^1+{0}", 50);
                    }
                    else
                    {
                        attacker.SetField("cash", attacker.GetField<int>("cash") + 100);
                        //attacker.Call("iprintlnbold", "Killed Human! ^1+100");
                        doScorePopUp(attacker, "Killed Human! ^1+{0}", 100);
                        attacker.SetField("round_zomkills", attacker.GetField<int>("round_zomkills") + 1);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                    }
                }
            }
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
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#5
(03-11-2013, 17:05)DidUknowiPwn Wrote: Do a check onplayerkilled if MOD_X then give them Y points..
Note: You would need an else statement for deaths.
Like this from our QCZM:
Code:
if (attacker != null)
            {
                if (attacker.IsPlayer && attacker.IsAlive)
                {
                    if (attacker.GetField<string>("sessionteam") == "allies")
                    {
                        if (mod == "MOD_MELEE")
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 200);
                            //attacker.Call("iprintlnbold", "Melee Kill! ^1+200");
                            doScorePopUp(attacker, "Melee Kill! ^1+{0}", 200);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        else
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 50);
                            //attacker.Call("iprintlnbold", "Killed Zombie. ^1+50");
                            doScorePopUp(attacker, "Killed Zombie. ^1+{0}", 50);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        player.SetField("cash", player.GetField<int>("cash") + 50);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                        //player.Call("iprintlnbold", "Died! ^1+50");
                        doScorePopUp(player, "Died! ^1+{0}", 50);
                    }
                    else
                    {
                        attacker.SetField("cash", attacker.GetField<int>("cash") + 100);
                        //attacker.Call("iprintlnbold", "Killed Human! ^1+100");
                        doScorePopUp(attacker, "Killed Human! ^1+{0}", 100);
                        attacker.SetField("round_zomkills", attacker.GetField<int>("round_zomkills") + 1);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                    }
                }
            }

QCZM-its?
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#6
(03-11-2013, 17:09)Jone Calerone Wrote:
(03-11-2013, 17:05)DidUknowiPwn Wrote: Do a check onplayerkilled if MOD_X then give them Y points..
Note: You would need an else statement for deaths.
Like this from our QCZM:
Code:
if (attacker != null)
            {
                if (attacker.IsPlayer && attacker.IsAlive)
                {
                    if (attacker.GetField<string>("sessionteam") == "allies")
                    {
                        if (mod == "MOD_MELEE")
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 200);
                            //attacker.Call("iprintlnbold", "Melee Kill! ^1+200");
                            doScorePopUp(attacker, "Melee Kill! ^1+{0}", 200);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        else
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 50);
                            //attacker.Call("iprintlnbold", "Killed Zombie. ^1+50");
                            doScorePopUp(attacker, "Killed Zombie. ^1+{0}", 50);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        player.SetField("cash", player.GetField<int>("cash") + 50);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                        //player.Call("iprintlnbold", "Died! ^1+50");
                        doScorePopUp(player, "Died! ^1+{0}", 50);
                    }
                    else
                    {
                        attacker.SetField("cash", attacker.GetField<int>("cash") + 100);
                        //attacker.Call("iprintlnbold", "Killed Human! ^1+100");
                        doScorePopUp(attacker, "Killed Human! ^1+{0}", 100);
                        attacker.SetField("round_zomkills", attacker.GetField<int>("round_zomkills") + 1);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                    }
                }
            }

QCZM-its?
Mine and @apadayo 's version of QCZM for MW3 (non-steam)
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
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#7
go itsmods.ru
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#8
(03-11-2013, 17:11)DidUknowiPwn Wrote:
(03-11-2013, 17:09)Jone Calerone Wrote:
(03-11-2013, 17:05)DidUknowiPwn Wrote: Do a check onplayerkilled if MOD_X then give them Y points..
Note: You would need an else statement for deaths.
Like this from our QCZM:
Code:
if (attacker != null)
            {
                if (attacker.IsPlayer && attacker.IsAlive)
                {
                    if (attacker.GetField<string>("sessionteam") == "allies")
                    {
                        if (mod == "MOD_MELEE")
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 200);
                            //attacker.Call("iprintlnbold", "Melee Kill! ^1+200");
                            doScorePopUp(attacker, "Melee Kill! ^1+{0}", 200);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        else
                        {
                            attacker.SetField("cash", attacker.GetField<int>("cash") + 50);
                            //attacker.Call("iprintlnbold", "Killed Zombie. ^1+50");
                            doScorePopUp(attacker, "Killed Zombie. ^1+{0}", 50);
                            attacker.SetField("round_playerkills", attacker.GetField<int>("round_playerkills") + 1);
                        }
                        player.SetField("cash", player.GetField<int>("cash") + 50);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                        //player.Call("iprintlnbold", "Died! ^1+50");
                        doScorePopUp(player, "Died! ^1+{0}", 50);
                    }
                    else
                    {
                        attacker.SetField("cash", attacker.GetField<int>("cash") + 100);
                        //attacker.Call("iprintlnbold", "Killed Human! ^1+100");
                        doScorePopUp(attacker, "Killed Human! ^1+{0}", 100);
                        attacker.SetField("round_zomkills", attacker.GetField<int>("round_zomkills") + 1);
                        player.SetField("round_deaths", player.GetField<int>("round_deaths") + 1);
                    }
                }
            }

QCZM-its?
Mine and @apadayo 's version of QCZM for MW3 (non-steam)
its 4D1?-oh no sry
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#9
Well obv you have to rewrite, but I'm just saying you can make it like that. It's an example...
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
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#10
@dukip 4d1 code and addon code are two different things.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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