Post: Bo2 loading gsc freezes
08-05-2015, 03:54 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Everytime i inject, restart game it either stops n "Awaiting challenges..." or loads and then says connection interuption when signal is full.
Help? dl link: You must login or register to view this content. (compiled)

By MysticDexCFW
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08-06-2015, 05:09 PM #11
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Name : overflowfix
* Description :
* Date : 2015/08/05 - 09:43:23
*
*/

// Put your functions here
//Overflowfix Shit
// Angepasst an diese base von Erbil / StonedYoda
initOverFlowFix()
{
// tables
self.stringTable = [];
self.stringTableEntryCount = 0;
self.textTable = [];
self.textTableEntryCount = 0;

if(isDefined(level.anchorText) == false)
{
level.anchorText = createServerFontString("default",1.5);
level.anchorText setText("anchor");
level.anchorText.alpha = 0;

level.stringCount = 0;
level thread monitorOverflow();
}
}


// strings cache serverside -- all string entries are shared by every player
monitorOverflow()
{
self endon( "disconnect" );
level endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
if(level.stringCount >= 45)
{
level.anchorText clearAllTextAfterHudElem();
level.stringCount = 0;

foreach(player in level.players)
{
player purgeTextTable();
player purgeStringTable();
player recreateText();
}
}

wait 0.05;
}
}


setSafeText(player, text)
{
stringId = player getStringId(text);

// if the string doesn't exist add it and get its id
if(stringId == -1)
{
player addStringTableEntry(text);
stringId = player getStringId(text);
}

// update the entry for this text element
player editTextTableEntry(self.textTableIndex, stringId);

self setText(text);
}

recreateText()
{
foreach(entry in self.textTable)
entry.element setSafeText(self, lookUpStringById(entry.stringId));
}

addStringTableEntry(string)
{
// create new entry
entry = spawnStruct();
entry.id = self.stringTableEntryCount;
entry.string = string;

self.stringTable[self.stringTable.size] = entry; // add new entry
self.stringTableEntryCount++;
level.stringCount++;
}

lookUpStringById(id)
{
string = "";

foreach(entry in self.stringTable)
{
if(entry.id == id)
{
string = entry.string;
break;
}
}

return string;
}

getStringId(string)
{
id = -1;

foreach(entry in self.stringTable)
{
if(entry.string == string)
{
id = entry.id;
break;
}
}

return id;
}

getStringTableEntry(id)
{
stringTableEntry = -1;

foreach(entry in self.stringTable)
{
if(entry.id == id)
{
stringTableEntry = entry;
break;
}
}

return stringTableEntry;
}

purgeStringTable()
{
stringTable = [];

// store all used strings
foreach(entry in self.textTable)
stringTable[stringTable.size] = getStringTableEntry(entry.stringId);

self.stringTable = stringTable; // empty array
}

purgeTextTable()
{
textTable = [];

foreach(entry in self.textTable)
{
if(entry.id != -1)
textTable[textTable.size] = entry;
}

self.textTable = textTable;
}

addTextTableEntry(element, stringId)
{
entry = spawnStruct();
entry.id = self.textTableEntryCount;
entry.element = element;
entry.stringId = stringId;

element.textTableIndex = entry.id;

self.textTable[self.textTable.size] = entry;
self.textTableEntryCount++;
}

editTextTableEntry(id, stringId)
{
foreach(entry in self.textTable)
{
if(entry.id == id)
{
entry.stringId = stringId;
break;
}
}
}

deleteTextTableEntry(id)
{
foreach(entry in self.textTable)
{
if(entry.id == id)
{
entry.id = -1;
entry.stringId = -1;
}
}
}

clear(player)
{
if(self.type == "text")
player deleteTextTableEntry(self.textTableIndex);

self destroy();
}
//Overflowfix Shit End
08-06-2015, 05:09 PM #12
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Name : storeHUD
* Description :
* Date : 2015/08/05 - 09:44:25
*
*/

// Put your functions here
// Storeshaders Smile
storeshaders()
{ //shader, x, y, width, height, color, alpha, sort
self.menu.background = self drawShader("Blue", 360, -100, 300, 1000, ( 0, 0, 1 ), 0, 0);
self.menu.scroller = self drawShader("Black", 360, -100, 300, 17, (0,0,0), 255, 1);
self.menu.Material = self drawShader("Red", 168, -1000, 170, 2, ( 1, 0, 0 ), 1, 0);
}
08-06-2015, 05:12 PM #13
itsSorrow
In my man cave
Originally posted by lobyz View Post
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Name : overflowfix
* Description :
* Date : 2015/08/05 - 09:43:23
*
*/

// Put your functions here
//Overflowfix Shit
// Angepasst an diese base von Erbil / StonedYoda
initOverFlowFix()
{
// tables
self.stringTable = [];
self.stringTableEntryCount = 0;
self.textTable = [];
self.textTableEntryCount = 0;

if(isDefined(level.anchorText) == false)
{
level.anchorText = createServerFontString("default",1.5);
level.anchorText setText("anchor");
level.anchorText.alpha = 0;

level.stringCount = 0;
level thread monitorOverflow();
}
}


// strings cache serverside -- all string entries are shared by every player
monitorOverflow()
{
self endon( "disconnect" );
level endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
if(level.stringCount >= 45)
{
level.anchorText clearAllTextAfterHudElem();
level.stringCount = 0;

foreach(player in level.players)
{
player purgeTextTable();
player purgeStringTable();
player recreateText();
}
}

wait 0.05;
}
}


setSafeText(player, text)
{
stringId = player getStringId(text);

// if the string doesn't exist add it and get its id
if(stringId == -1)
{
player addStringTableEntry(text);
stringId = player getStringId(text);
}

// update the entry for this text element
player editTextTableEntry(self.textTableIndex, stringId);

self setText(text);
}

recreateText()
{
foreach(entry in self.textTable)
entry.element setSafeText(self, lookUpStringById(entry.stringId));
}

addStringTableEntry(string)
{
// create new entry
entry = spawnStruct();
entry.id = self.stringTableEntryCount;
entry.string = string;

self.stringTable[self.stringTable.size] = entry; // add new entry
self.stringTableEntryCount++;
level.stringCount++;
}

lookUpStringById(id)
{
string = "";

foreach(entry in self.stringTable)
{
if(entry.id == id)
{
string = entry.string;
break;
}
}

return string;
}

getStringId(string)
{
id = -1;

foreach(entry in self.stringTable)
{
if(entry.string == string)
{
id = entry.id;
break;
}
}

return id;
}

getStringTableEntry(id)
{
stringTableEntry = -1;

foreach(entry in self.stringTable)
{
if(entry.id == id)
{
stringTableEntry = entry;
break;
}
}

return stringTableEntry;
}

purgeStringTable()
{
stringTable = [];

// store all used strings
foreach(entry in self.textTable)
stringTable[stringTable.size] = getStringTableEntry(entry.stringId);

self.stringTable = stringTable; // empty array
}

purgeTextTable()
{
textTable = [];

foreach(entry in self.textTable)
{
if(entry.id != -1)
textTable[textTable.size] = entry;
}

self.textTable = textTable;
}

addTextTableEntry(element, stringId)
{
entry = spawnStruct();
entry.id = self.textTableEntryCount;
entry.element = element;
entry.stringId = stringId;

element.textTableIndex = entry.id;

self.textTable[self.textTable.size] = entry;
self.textTableEntryCount++;
}

editTextTableEntry(id, stringId)
{
foreach(entry in self.textTable)
{
if(entry.id == id)
{
entry.stringId = stringId;
break;
}
}
}

deleteTextTableEntry(id)
{
foreach(entry in self.textTable)
{
if(entry.id == id)
{
entry.id = -1;
entry.stringId = -1;
}
}
}

clear(player)
{
if(self.type == "text")
player deleteTextTableEntry(self.textTableIndex);

self destroy();
}
//Overflowfix Shit End


Lmfao that overflowfix is outdated
08-06-2015, 05:28 PM #14
Look above
08-06-2015, 05:52 PM #15
FRINZ
I’m too L33T
Originally posted by lobyz View Post
Look above


bra idk wat u send put the whole thing here df lol hv piece by piece? no offense m8 but im pretty sure u dnt hv sumthing ppl allready hv u need help post whole gsc here so ppl can help u solve ur problem
08-06-2015, 08:32 PM #16
    //MenuSystem
CreateMenu()
{
self add_menu("Main Menu", undefined, "Verified");
self add_option("Main Menu", "Host Mods", ::submenu, "HostMods", "HostMods");
self add_option("Main Menu", "Common Mods", ::submenu, "CommonMods", "CommonMods");
self add_option("Main Menu", "Fun Mods", ::submenu, "FunMods", "FunMods");
self add_option("Main Menu", "Weapons", ::submenu, "Weapons", "Weapons");
self add_option("Main Menu", "Cool Weapons", ::submenu, "CoolWeapons", "CoolWeapons");
self add_option("Main Menu", "Messages", ::submenu, "Messages", "Messages");
self add_option("Main Menu", "Players Menu", ::submenu, "PlayersMenu", "PlayersMenu");

self add_menu("Host Mods", "Main Menu", "Host");
self add_option("Host Mods", "Force Host", ::forcehost);
self add_option("Host Mods", "Do Heart", ::doHeart);
self add_option("Host Mods", "All Trophies", ::unlockAllCheevos);
self add_option("Host Mods", "1 Bot", ::doBots);
self add_option("Host Mods", "Field of View", ::ToggleFOV);
self add_option("Host Mods", "Freeze everyone", ::FreezeAll);

self add_menu("Common Mods", "Main Menu", "Vip");
self add_option("Common Mods", "Option1");
self add_option("Common Mods", "Option2");
self add_option("Common Mods", "Option3");
self add_option("Common Mods", "Option4");
self add_option("Common Mods", "Option5");

self add_menu("Fun Mods", "Main Menu", "Vip");
self add_option("Fun Mods", "Option1");
self add_option("Fun Mods", "Option2");
self add_option("Fun Mods", "Option3");
self add_option("Fun Mods", "Option4");
self add_option("Fun Mods", "Option5");

self add_menu("Weapons", "Main Menu", "Admin");
self add_option("Weapons", "Option1");
self add_option("Weapons", "Option2");
self add_option("Weapons", "Option3");
self add_option("Weapons", "Option4");
self add_option("Weapons", "Option5");

self add_menu("Cool Weapons", "Main Menu", "Co-Host");
self add_option("Cool Weapons", "Option1");
self add_option("Cool Weapons", "Option2");
self add_option("Cool Weapons", "Option3");
self add_option("Cool Weapons", "Option4");
self add_option("Cool Weapons", "Option5");

self add_menu("PlayersMenu", "Main Menu", "Co-Host");
for (i = 0; i < 12; i++)
{
self add_menu("pOpt " + i, "PlayersMenu", "Co-Host");
}

}

welcomeMessage()
{
notifyData = spawnstruct();
notifyData.titleText = "^2Projection ^1Debug ^2V1"; //Line 1
notifyData.notifyText = "by MysticDexCFW";
notifyData.glowColor = (1, 0.502, 0); //RGB Color array divided by 100
notifyData.GlowAlpha = 0.03;
notifyData.duration = 9; //Change Duration
notifyData.font = "default"; //font
notifyData.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
}

menuinstructions()
{
self createRectangle( "CENTER", "center", -350, 0, "white", 210, 85, (1, 0.502, 0), 0.6, 3 );
self createRectangle( "CENTER", "center", -350, 0, "white", 200, 70, (0, 0, 0), 0.95, 3 );
self.instructTEXT = self createFontString("default",1.5);
self.instructTEXT setPoint("center","center",-339,-17);
self.instructTEXT.sort = 3;
self.instructTEXT.alpha = 1;
for(;Winky Winky
{
if(!self.menu.open)
{
self.instructTEXT FadeOverTime(0.1);
self.instructTEXT setText("Welcome: ^3"+self.name+"\n^7Press [{+actionslot 1}] to Open\nAccess Level: "+self.status);
wait 0.1;
}
else
{
self.instructTEXT FadeOverTime(0.1);
self.instructTEXT setText("Press [{+actionslot 1}]/[{+actionslot 2}] to Scroll\nPress [{+activate}] to Validate\nPress [{+melee}] to Close");
wait 0.1;
}
}
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort ) // Erbils Function
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )// by MysticDexCFW
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );// by MysticDexCFW
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

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