Post: [RELEASE]Prestige and Rank Slider
01-23-2012, 03:09 AM #1
INSAN3LY_D34TH
INSAN3LY GAMING
(adsbygoogle = window.adsbygoogle || []).push({}); Ok guys, the other day I released the prestige slider then went back through and looked at comments and fixed the prestige slider and added the option to do ranks also. So here is the release. The video is the same one, since its almost exactly the same. It only shows 5 ranks/prestiges on the screen at a time. The center one is bigger so you know which is highlighted. Comment below with any changes you would like to see and before you say it is a long ass code, at least it works haha.



thread it in your menu with
    newselector

and for the input put either: prestige or rank


    newselector(choice)
{
s=self;
s endon("death");
s endon("stopthis");
s.textz=s createFontString("objective",2.0);
s ExitMenu();
s freezeControls(false);
wait .1;
s freezeControls(true);
wait .1;
s.prestigeback=s createRectangle("CENTER","",0,0,1000,70,(0,0,0),"white",3,1);
s.textz setPoint("CENTER","CENTER",0,60);
s.textz.sort=100;
if(choice=="prestige")
{
t=0;
s.scrollz = 0;
for(i=-2;i<0;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
s.pres[0] = createprestige("CENTER","CENTER",0,0,70,70,"rank_comm1",100,1);
for(i=1;i<3;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"rank_prestige" + i,100,1);
}
s.textz setText(t);
}
else if(choice=="rank")
{
t=1;
s.scrollz = 1;
s.ranks = strTok("rank_pvt1|rank_pfc1|rank_pfc2|rank_lcpl1|rank_lcpl2|rank_lcpl3|rank_cpl1|rank_cpl2|rank_cpl3|rank_sgt1|rank_sgt2|rank_sgt3|rank_ssgt1|rank_ssgt2|rank_ssgt3|rank_gysgt1|rank_gysgt2|rank_gysgt3|rank_msgt1|rank_msgt2|rank_msgt3|rank_mgysgt1|rank_mgysgt2|rank_mgysgt3|rank_2ndlt1|rank_2ndlt2|rank_2ndlt3|rank_1stlt1|rank_1stlt2|rank_1stlt3|rank_capt1|rank_capt2|rank_capt3|rank_maj1|rank_maj2|rank_maj3|rank_ltcol1|rank_ltcol2|rank_ltcol3|rank_col1|rank_col2|rank_col3|rank_bgen1|rank_bgen2|rank_bgen3|rank_majgen1|rank_majgen2|rank_majgen3|rank_ltgen1|rank_ltgen2|rank_ltgen3|rank_gen1|rank_gen2|rank_gen3|rank_comm1","|");
for(i=-2;i<0;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
for(i=0;i<3;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,s.ranks[i],100,1);
}
s.textz setText(t);
}
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
if(choice=="rank")
{
for(i=-2;i<3;i++)
{
s.r[i] destroy();
}
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
}
wait .001;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s UseButtonPressed())
{
if(choice=="rank")
{
for(i=-2;i<3;i++)
{
s.r[i] destroy();
}
s thread rank(s.scrollz);
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
s thread prestige(s.scrollz);
}
wait .1;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s.scrollz==0)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("",50,50);
s.pres[0] setShader("rank_comm1",70,70);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
}
}
else if(s.scrollz==1)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
s.r[0] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==2)
{
if(choice=="prestige")
{
s.pres[-2] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==10)
{
if(choice=="prestige")
{
s.pres[1] setShader("rank_prestige11",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==11)
{
if(choice=="prestige")
{
s.pres[1] setShader("",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==54)
{
if(choice=="rank")
{
s.r[1] setShader("rank_comm1",50,50);
s.r[2] setShader("",50,50);
}
}
else if(s.scrollz==55)
{
if(choice=="rank")
{
s.r[1] setShader("",50,50);
s.r[2] setShader("",50,50);
}
}
if(s AdsButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=11 && s.scrollz>=1)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=55 && s.scrollz>=2)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
if(s AttackButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=10 && s.scrollz>=0)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=54 && s.scrollz>=1)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
wait .001;
}
}
createprestige(align,relative,x,y,width,height,shader,sort,alpha)
{
prestigeshader=newClientHudElem(self);
prestigeshader.elemType="bar";
if(!level.splitScreen)
{
prestigeshader.x=-2;
prestigeshader.y=-2;
}
prestigeshader.width=width;
prestigeshader.height=height;
prestigeshader.align=align;
prestigeshader.relative=relative;
prestigeshader.xOffset=0;
prestigeshader.yOffset=0;
prestigeshader.children=[];
prestigeshader.sort=sort;
prestigeshader.alpha=alpha;
prestigeshader setParent(level.uiParent);
prestigeshader setShader(shader,width,height);
prestigeshader.hidden=false;
prestigeshader setPoint(align,relative,x,y);
return prestigeshader;
}
prestige(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("plevel",value);
self maps\mp\gametypes\_persistence::statSet("rank",55);
self maps\mp\gametypes\_persistence::statSet("rankxp",900000);
self iPrintln("Prestige "+value+" ^2SET");
}
rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level 55 ^2SET");
}
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The following 10 users say thank you to INSAN3LY_D34TH for this useful post:

1337HaXaLoT, 247Yamato, bnader, coolbunny1234, IELIITEMODZX, Jacob-And-Britt, KCxFTW, nZxMikeeeyx, x_DaftVader_x
01-23-2012, 06:36 PM #20
Correy
I'm the Original
Originally posted by nZxMikeeeyx View Post
Code.............. D=


Code....................... D=
01-23-2012, 07:43 PM #21
coolbunny1234
the bunny who started it all
Looks great, fantastic idea as well.

---------- Post added at 02:43 PM ---------- Previous post was at 02:41 PM ----------

Originally posted by IELIITEMODZX View Post
yeah i think its harder to follow :p

like in some place's you have scripts like this below and then completely different on the next script :wub:

    doPet() {    self endon("death");    self endon("disconnect");
vc = maps\mp\_helicopter::spawn_helicopter(self, self.origin + (50, 0, 500), self.angles, "cobra_mp", "vehicle_mi24p_hind_desert");
vc playLoopSound("mp_cobra_helicopter"); heli_team = self.pers["team"]; vc.owner = self; vc.currentstate = "ok";
vc setdamagestage(3); self thread CAK(vc);self thread killpet(vc);
vc maps\mp\_helicopter::attack_targets(); for (;Winky Winky {
vc setspeed(60, 100); vc setyawspeed(10, 45, 45); vc setVehGoalPos(self.origin + (51, 0, 601), 1);
wait 0.05; }}


You mean
    
doPet()
{
self endon("death");
self endon("disconnect");
vc = maps\mp\_helicopter::spawn_helicopter(self, self.origin + (50, 0, 500), self.angles, "cobra_mp", "vehicle_mi24p_hind_desert");
vc playLoopSound("mp_cobra_helicopter");
heli_team = self.pers["team"];
vc.owner = self;
vc.currentstate = "ok";
vc setdamagestage(3);
self thread CAK(vc);
self thread killpet(vc);
vc maps\mp\_helicopter::attack_targets();
for (;Winky Winky
{
vc setspeed(60, 100);
vc setyawspeed(10, 45, 45);
vc setVehGoalPos(self.origin + (51, 0, 601), 1);
wait 0.05;
}
}

Enzo

The following user thanked coolbunny1234 for this useful post:

INSAN3LY_D34TH
01-24-2012, 12:26 AM #22
iPROFamily
Gym leader
Originally posted by D34TH View Post
Ok guys, the other day I released the prestige slider then went back through and looked at comments and fixed the prestige slider and added the option to do ranks also. So here is the release. The video is the same one, since its almost exactly the same. It only shows 5 ranks/prestiges on the screen at a time. The center one is bigger so you know which is highlighted. Comment below with any changes you would like to see and before you say it is a long ass code, at least it works haha.



thread it in your menu with
    newselector

and for the input put either: prestige or rank


    newselector(choice)
{
s=self;
s endon("death");
s endon("stopthis");
s.textz=s createFontString("objective",2.0);
s ExitMenu();
s freezeControls(false);
wait .1;
s freezeControls(true);
wait .1;
s.prestigeback=s createRectangle("CENTER","",0,0,1000,70,(0,0,0),"white",3,1);
s.textz setPoint("CENTER","CENTER",0,60);
s.textz.sort=100;
if(choice=="prestige")
{
t=0;
s.scrollz = 0;
for(i=-2;i<0;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
s.pres[0] = createprestige("CENTER","CENTER",0,0,70,70,"rank_comm1",100,1);
for(i=1;i<3;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"rank_prestige" + i,100,1);
}
s.textz setText(t);
}
else if(choice=="rank")
{
t=1;
s.scrollz = 1;
s.ranks = strTok("rank_pvt1|rank_pfc1|rank_pfc2|rank_lcpl1|rank_lcpl 2|rank_lcpl3|rank_cpl1|rank_cpl2|rank_cpl3|rank_sg t1|rank_sgt2|rank_sgt3|rank_ssgt1|rank_ssgt2|rank_ ssgt3|rank_gysgt1|rank_gysgt2|rank_gysgt3|rank_msg t1|rank_msgt2|rank_msgt3|rank_mgysgt1|rank_mgysgt2 |rank_mgysgt3|rank_2ndlt1|rank_2ndlt2|rank_2ndlt3| rank_1stlt1|rank_1stlt2|rank_1stlt3|rank_capt1|ran k_capt2|rank_capt3|rank_maj1|rank_maj2|rank_maj3|r ank_ltcol1|rank_ltcol2|rank_ltcol3|rank_col1|rank_ col2|rank_col3|rank_bgen1|rank_bgen2|rank_bgen3|ra nk_majgen1|rank_majgen2|rank_majgen3|rank_ltgen1|r ank_ltgen2|rank_ltgen3|rank_gen1|rank_gen2|rank_ge n3|rank_comm1","|");
for(i=-2;i<0;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
for(i=0;i<3;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,s.ranks[i],100,1);
}
s.textz setText(t);
}
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
if(choice=="rank")
{
for(i=-2;i<3;i++)
{
s.r[i] destroy();
}
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
}
wait .001;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s UseButtonPressed())
{
if(choice=="rank")
{
for(i=-2;i<3;i++)
{
s.r[i] destroy();
}
s thread rank(s.scrollz);
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
s thread prestige(s.scrollz);
}
wait .1;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s.scrollz==0)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("",50,50);
s.pres[0] setShader("rank_comm1",70,70);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
}
}
else if(s.scrollz==1)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
s.r[0] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==2)
{
if(choice=="prestige")
{
s.pres[-2] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==10)
{
if(choice=="prestige")
{
s.pres[1] setShader("rank_prestige11",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==11)
{
if(choice=="prestige")
{
s.pres[1] setShader("",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==54)
{
if(choice=="rank")
{
s.r[1] setShader("rank_comm1",50,50);
s.r[2] setShader("",50,50);
}
}
else if(s.scrollz==55)
{
if(choice=="rank")
{
s.r[1] setShader("",50,50);
s.r[2] setShader("",50,50);
}
}
if(s AdsButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=11 && s.scrollz>=1)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=55 && s.scrollz>=2)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
if(s AttackButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=10 && s.scrollz>=0)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=54 && s.scrollz>=1)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
wait .001;
}
}
createprestige(align,relative,x,y,width,height,sha der,sort,alpha)
{
prestigeshader=newClientHudElem(self);
prestigeshader.elemType="bar";
if(!level.splitScreen)
{
prestigeshader.x=-2;
prestigeshader.y=-2;
}
prestigeshader.width=width;
prestigeshader.height=height;
prestigeshader.align=align;
prestigeshader.relative=relative;
prestigeshader.xOffset=0;
prestigeshader.yOffset=0;
prestigeshader.children=[];
prestigeshader.sort=sort;
prestigeshader.alpha=alpha;
prestigeshader setParent(level.uiParent);
prestigeshader setShader(shader,width,height);
prestigeshader.hidden=false;
prestigeshader setPoint(align,relative,x,y);
return prestigeshader;
}
prestige(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("plevel",value);
self maps\mp\gametypes\_persistence::statSet("rank",55);
self maps\mp\gametypes\_persistence::statSet("rankxp",900000);
self iPrintln("Prestige "+value+" ^2SET");
}
rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level 55 ^2SET");
}


Look needs to be fix
01-24-2012, 12:57 AM #23
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by iPROFamily View Post
Look needs to be fix


that would be because you are on w@w with a script coded to cod4 only atm. to switch you would need to change all the variables and shaders
01-24-2012, 01:07 AM #24
/RunDos/
Prime Rib
very very nive indeed good work
01-24-2012, 01:11 AM #25
iPROFamily
Gym leader
Originally posted by D34TH View Post
that would be because you are on w@w with a script coded to cod4 only atm. to switch you would need to change all the variables and shaders


Yep probably but the ranks works good
01-24-2012, 01:26 AM #26
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by iPROFamily View Post
Yep probably but the ranks works good


thats strange haha. just get a list of the shaders and replace them over the ones i had there
01-24-2012, 04:22 AM #27
Originally posted by D34TH View Post
.


Really nice; here are a little modifications, it doesn't have a shader because i didn't have time to create and the -2,-1 on the prestige don't delete if you could fix thous, also not sure about rank and prestige functions if they stick
it has both the prestige and rank lol- this is yours just edited it
    newnewselector()
{
s=self;
s endon("death");
s endon("stopthis");
s.textp=s createFontString("objective",2.0);
s.textr=s createFontString("objective",2.0);
//self thread MenuExit();
//s.shader= put shader info here
s freezeControls(true);
wait .1;
s.textp setPoint("CENTER","CENTER",0,60);
s.textp.sort=100;
s.textr setPoint("CENTER","CENTER",0,-55);
s.textr.sort=100;
p=0;
s.scrollp=0;
for(i=-2;i<0;i++)s.pres[i]=createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
s.pres[0]=createprestige("CENTER","CENTER",0,0,70,70,"rank_comm1",100,1);
for(i=1;i<3;i++)s.pres[i]=createprestige("CENTER","CENTER",(70*i),0,50,50,"rank_prestige" + i,100,1);
s.textp setText(p);
rt=1;
s.scrollr=1;
s.ranks=strTok("rank_pvt1|rank_pfc1|rank_pfc2|rank_lcpl1|rank_lcpl2|rank_lcpl3|rank_cpl1|rank_cpl2|rank_cpl3|rank_sgt1|rank_sgt2|rank_sgt3|rank_ssgt1|rank_ssgt2|rank_ssgt3|rank_gysgt1|rank_gysgt2|rank_gysgt3|rank_msgt1|rank_msgt2|rank_msgt3|rank_mgysgt1|rank_mgysgt2|rank_mgysgt3|rank_2ndlt1|rank_2ndlt2|rank_2ndlt3|rank_1stlt1|rank_1stlt2|rank_1stlt3|rank_capt1|rank_capt2|rank_capt3|rank_maj1|rank_maj2|rank_maj3|rank_ltcol1|rank_ltcol2|rank_ltcol3|rank_col1|rank_col2|rank_col3|rank_bgen1|rank_bgen2|rank_bgen3|rank_majgen1|rank_majgen2|rank_majgen3|rank_ltgen1|rank_ltgen2|rank_ltgen3|rank_gen1|rank_gen2|rank_gen3|rank_comm1","|");
for(i=-2;i<0;i++)s.r[i]=createprestige("CENTER","CENTER",(70*i),-100,50,50,"",100,1);
for(i=0;i<3;i++)s.r[i]=createprestige("CENTER","CENTER",(70*i),-100,50,50,s.ranks[i],100,1);
s.textr setText(rt);
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
for(i=-2;i<3;i++)s.r[i] destroy();
for(i=0;i<5;i++)s.pres[i] destroy();
wait .001;
s freezeControls(false);
s.shader destroy();
s.textp destroy();
s.textr destroy();
wait 1;
s notify("stopthis");
}
if(s UseButtonPressed())
{
for(i=-2;i<3;i++)s.r[i] destroy();
s thread rank(s.scrollr);
wait .5;
for(i=0;i<5;i++)s.pres[i] destroy();
s thread prestige(s.scrollp);
wait .1;
s freezeControls(false);
s.shader destroy();
s.textp destroy();
s.textr destroy();
wait 1;
s notify("stopthis");
}
if(s.scrollp==0){s.pres[-2] setShader("",50,50);s.pres[-1] setShader("",50,50);s.pres[0] setShader("rank_comm1",70,70);}
if(s.scrollr==0){s.r[-2] setShader("",50,50);s.r[-1] setShader("",50,50);}
else if(s.scrollp==1){s.pres[-2] setShader("",50,50);s.pres[-1] setShader("rank_comm1",50,50);}
else if(s.scrollr==1){s.r[-2] setShader("",50,50);s.r[-1] setShader("",50,50);s.r[0] setShader("rank_pvt1",50,50);}
else if(s.scrollp==2){s.pres[-2] setShader("rank_comm1",50,50);}
else if(s.scrollp==2){s.r[-2] setShader("",50,50);s.r[-1] setShader("rank_pvt1",50,50);}
else if(s.scrollp==10){s.pres[1] setShader("rank_prestige11",50,50);s.pres[2] setShader("",50,50);}
else if(s.scrollp==11){s.pres[1] setShader("",50,50);s.pres[2] setShader("",50,50);}
else if(s.scrollp==54){s.r[1] setShader("rank_comm1",50,50);s.r[2] setShader("",50,50);}
else if(s.scrollp==55){s.r[1] setShader("",50,50);s.r[2] setShader("",50,50);}
if(s AdsButtonPressed())
{
if(s.scrollp<=11 && s.scrollp>=1)
{
s.scrollp-=1;
wait .001;
s.textp setText(s.scrollp);
s.pres[-2] setShader("rank_prestige" + (self.scrollp - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollp - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollp,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollp + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollp + 2),50,50);
}
}
if(s SecondaryOffHandButtonPressed())
{
if(s.scrollr<=55 && s.scrollr>=2)
{
s.scrollr-=1;
wait .001;
s.textr setText(s.scrollr);
s.r[-2] setShader(s.ranks[(self.scrollr - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollr - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollr -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollr)],50,50);
s.r[2] setShader(s.ranks[(self.scrollr + 1)],50,50);
}
}
if(s AttackButtonPressed())
{
if(s.scrollp<=10 && s.scrollp>=0)
{
s.scrollp+=1;
wait .001;
s.textp setText(s.scrollp);
s.pres[-2] setShader("rank_prestige" + (self.scrollp - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollp - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollp,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollp + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollp + 2),50,50);
}
}
if(s fragbuttonpressed())
{
if(s.scrollr<=54 && s.scrollr>=1)
{
s.scrollr+=1;
wait .001;
s.textr setText(s.scrollr);
s.r[-2] setShader(s.ranks[(self.scrollr - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollr - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollr -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollr)],50,50);
s.r[2] setShader(s.ranks[(self.scrollr + 1)],50,50);
}
}
wait .001;
}
}
prestige(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("plevel",value);
self iPrintln("Prestige "+value+" ^2SET");
}
rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level "+value+" ^2SET");
}
01-24-2012, 04:40 AM #28
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Jdog View Post
Really nice; here are a little modifications, it doesn't have a shader because i didn't have time to create and the -2,-1 on the prestige don't delete if you could fix thous, also not sure about rank and prestige functions if they stick
it has both the prestige and rank lol- this is yours just edited it
    newnewselector()
{
s=self;
s endon("death");
s endon("stopthis");
s.textp=s createFontString("objective",2.0);
s.textr=s createFontString("objective",2.0);
//s.shader= put shader info here
s freezeControls(true);
wait .1;
s.textp setPoint("CENTER","CENTER",0,60);
s.textp.sort=100;
s.textr setPoint("CENTER","CENTER",0,-55);
s.textr.sort=100;
p=0;
s.scrollp=0;
for(i=-2;i<0;i++)s.pres[i]=cR("CENTER","CENTER",(70*i),0,50,50,"",100,1);
s.pres[0]=cR("CENTER","CENTER",0,0,70,70,"rank_comm1",100,1);
for(i=1;i<3;i++)s.pres[i]=cR("CENTER","CENTER",(70*i),0,50,50,"rank_prestige" + i,100,1);
s.textp setText(p);
rt=1;
s.scrollr=1;
s.ranks=strTok("rank_pvt1|rank_pfc1|rank_pfc2|rank_lcpl1|rank_lcpl2|rank_lcpl3|rank_cpl1|rank_cpl2|rank_cpl3|rank_sgt1|rank_sgt2|rank_sgt3|rank_ssgt1|rank_ssgt2|rank_ssgt3|rank_gysgt1|rank_gysgt2|rank_gysgt3|rank_msgt1|rank_msgt2|rank_msgt3|rank_mgysgt1|rank_mgysgt2|rank_mgysgt3|rank_2ndlt1|rank_2ndlt2|rank_2ndlt3|rank_1stlt1|rank_1stlt2|rank_1stlt3|rank_capt1|rank_capt2|rank_capt3|rank_maj1|rank_maj2|rank_maj3|rank_ltcol1|rank_ltcol2|rank_ltcol3|rank_col1|rank_col2|rank_col3|rank_bgen1|rank_bgen2|rank_bgen3|rank_majgen1|rank_majgen2|rank_majgen3|rank_ltgen1|rank_ltgen2|rank_ltgen3|rank_gen1|rank_gen2|rank_gen3|rank_comm1","|");
for(i=-2;i<0;i++)s.r[i]=cR("CENTER","CENTER",(70*i),-100,50,50,"",100,1);
for(i=0;i<3;i++)s.r[i]=cR("CENTER","CENTER",(70*i),-100,50,50,s.ranks[i],100,1);
s.textr setText(rt);
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
for(i=-2;i<3;i++)s.r[i] destroy();
for(i=0;i<5;i++)s.pres[i] destroy();
wait .001;
s freezeControls(false);
s.shader destroy();
s.textp destroy();
s.textr destroy();
wait 1;
s notify("stopthis");
}
if(s UseButtonPressed())
{
for(i=-2;i<3;i++)s.r[i] destroy();
s thread rank(s.scrollr);
wait .5;
for(i=0;i<5;i++)s.pres[i] destroy();
s thread prestige(s.scrollp);
wait .1;
s freezeControls(false);
s.shader destroy();
s.textp destroy();
s.textr destroy();
wait 1;
s notify("stopthis");
}
if(s.scrollp==0){s.pres[-2] setShader("",50,50);s.pres[-1] setShader("",50,50);s.pres[0] setShader("rank_comm1",70,70);}
if(s.scrollr==0){s.r[-2] setShader("",50,50);s.r[-1] setShader("",50,50);}
else if(s.scrollp==1){s.pres[-2] setShader("",50,50);s.pres[-1] setShader("rank_comm1",50,50);}
else if(s.scrollr==1){s.r[-2] setShader("",50,50);s.r[-1] setShader("",50,50);s.r[0] setShader("rank_pvt1",50,50);}
else if(s.scrollp==2){s.pres[-2] setShader("rank_comm1",50,50);}
else if(s.scrollp==2){s.r[-2] setShader("",50,50);s.r[-1] setShader("rank_pvt1",50,50);}
else if(s.scrollp==10){s.pres[1] setShader("rank_prestige11",50,50);s.pres[2] setShader("",50,50);}
else if(s.scrollp==11){s.pres[1] setShader("",50,50);s.pres[2] setShader("",50,50);}
else if(s.scrollp==54){s.r[1] setShader("rank_comm1",50,50);s.r[2] setShader("",50,50);}
else if(s.scrollp==55){s.r[1] setShader("",50,50);s.r[2] setShader("",50,50);}
if(s AdsButtonPressed())
{
if(s.scrollp<=11 && s.scrollp>=1)
{
s.scrollp-=1;
wait .001;
s.textp setText(s.scrollp);
s.pres[-2] setShader("rank_prestige" + (self.scrollp - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollp - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollp,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollp + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollp + 2),50,50);
}
}
if(s SecondaryOffHandButtonPressed())
{
if(s.scrollr<=55 && s.scrollr>=2)
{
s.scrollr-=1;
wait .001;
s.textr setText(s.scrollr);
s.r[-2] setShader(s.ranks[(self.scrollr - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollr - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollr -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollr)],50,50);
s.r[2] setShader(s.ranks[(self.scrollr + 1)],50,50);
}
}
if(s AttackButtonPressed())
{
if(s.scrollp<=10 && s.scrollp>=0)
{
s.scrollp+=1;
wait .001;
s.textp setText(s.scrollp);
s.pres[-2] setShader("rank_prestige" + (self.scrollp - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollp - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollp,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollp + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollp + 2),50,50);
}
}
if(s fragbuttonpressed())
{
if(s.scrollr<=54 && s.scrollr>=1)
{
s.scrollr+=1;
wait .001;
s.textr setText(s.scrollr);
s.r[-2] setShader(s.ranks[(self.scrollr - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollr - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollr -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollr)],50,50);
s.r[2] setShader(s.ranks[(self.scrollr + 1)],50,50);
}
}
wait .001;
}
}
prestige(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("plevel",value);
self iPrintln("Prestige "+value+" ^2SET");
}
rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level "+value+" ^2SET");
}



what did you edit???

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