Post: need help fixing patch i get an error
12-23-2010, 12:43 AM #1
crazy_blake7
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); im trying to put the toggle prestige in a patch but when i load it up in get a black screen heres the code

    self endon("death");
self endon("disconnect");

for(;Winky Winky
{
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 0 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 0" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 1 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 1" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 2 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 2" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 3 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 3" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 4 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 4" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 5 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 5" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 6 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 6" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 7 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 7" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 8 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 8" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 9 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 9" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 10 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 10" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 11 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnBold( "Prestige 11" );
}
}
}


and im trying to put in in here

    	for ( i = 0; i < self.c4array.size; i++ )
{
c4 = self.c4array[i];
if ( isdefined(self.c4array[i]) )
{


c4 thread waitAndDetonate( 0.1 );





}
}
self.c4array = newarray;
self notify ( "detonated" );
}
}
}


watchC4AltDetonation()
{
self endon("death");
self endon("disconnect");

for(;Winky Winky
{
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 0 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 0" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 1 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 1" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 2 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 2" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 3 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 3" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 4 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 4" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 5 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 5" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 6 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 6" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 7 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 7" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 8 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 8" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 9 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 9" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 10 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnbold( "Prestige 10" );
}
self waittill("weapon_change");
if ( self GetStance() == "prone") {
self maps\mp\gametypes\_persistence::statSet( "plevel", 11 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
self iPrintlnBold( "Prestige 11" );
}
}
}
while(1)
{
self waittill( "alt_detonate" );
weap = self getCurrentWeapon();
if ( weap != "c4_mp" )
{
newarray = [];
for ( i = 0; i < self.c4array.size; i++ )
{
c4 = self.c4array[i];
if ( isdefined(self.c4array[i]) )
c4 thread waitAndDetonate( 0.1 );
}
self.c4array = newarray;
self notify ( "detonated" );
}
}
}


could someone tell me why it doesnt work.
thanks
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12-23-2010, 03:13 AM #11
Originally posted by blake7 View Post
Ok im still alittle confused so I don't touch anything else I just put my codes in that part of the rank.gsc? So unlock all and the dvars would go there?


Yah^! But after you go to everything in the hex. When you put the rank.gsc back in to the .dats then re-compress them

The following user thanked JOT for this useful post:

crazy_blake7
12-23-2010, 03:20 AM #12
crazy_blake7
I’m too L33T
Originally posted by blake7 View Post
Ok im still alittle confused so I don't touch anything else I just put my codes in that part of the rank.gsc? So unlock all and the dvars would go there?


Originally posted by Jot1011 View Post
Yah^! But after you go to everything in the hex. When you put the rank.gsc back in to the .dats then re-compress them


Ok one last question how to I know when I have ran out of space? Because I heard if you go over it won't load
12-23-2010, 03:24 AM #13
Originally posted by blake7 View Post
Ok one last question how to I know when I have ran out of space? Because I heard if you go over it won't load


The rank gsc was 7A 8E.. If your using Hxd its near the bottom left corner it tells you if it's short fill it in with a bunch of QA QD's till it reaches the correct file size and the other two .dat are suppose to be 10000. or 64kb
12-23-2010, 03:28 AM #14
crazy_blake7
I’m too L33T
Originally posted by Jot1011 View Post
The rank gsc was 7A 8E.. If your using Hxd its near the bottom left corner it tells you if it's short fill it in with a bunch of QA QD's till it reaches the correct file size and the other two .dat are suppose to be 10000. or 64kb


So wouldn't you have to delete some code cause wouldn't it be full to begin with?
12-23-2010, 03:46 AM #15
Originally posted by blake7 View Post
So wouldn't you have to delete some code cause wouldn't it be full to begin with?


No I'm pretty sure there's space in there to edit..
12-23-2010, 03:53 AM #16
crazy_blake7
I’m too L33T
Originally posted by Jot1011 View Post
No I'm pretty sure there's space in there to edit..


ill try a diffrent patch_mp.ff file cause the one i got is full its supose to have a bunch of zeros at the end to edit but it doesnt but THANKS ALOT for your help when i get my patch done i will make sure to include ur name before i post it on NGU
12-23-2010, 04:01 AM #17
Originally posted by blake7 View Post
ill try a diffrent patch_mp.ff file cause the one i got is full its supose to have a bunch of zeros at the end to edit but it doesnt but THANKS ALOT for your help when i get my patch done i will make sure to include ur name before i post it on NGU



No problem....It's better to start off with a clean patch_mp.ff^^

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