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
01-24-2012, 04:40 AM #29
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???
01-24-2012, 07:13 AM #30
Okami
Known As Yukuku
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_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");
}

:( unknown function for me
01-24-2012, 12:53 PM #31
Originally posted by D34TH View Post
what did you edit???


It has the rank and prestige at once, rank is ontop with frag and smoke, prestige is on bottom with ads and attack
01-24-2012, 01:31 PM #32
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by 9412
:( unknown function for me


ill give you a hint, its under the melee and usebuttonpressed sections. Its a thread thats not even included but was left in there for noobs. and the menuexit() in the first section. change that to what closes your menu
01-25-2012, 02:08 AM #33
just wondering does yours have 2 more emblems after 55 added the shader and fixed some of the errors
cR(align, relative, x, y, width, height, shader, sort, alpha, c)
{
H = newClientHudElem(self);
H.elemType = "bar";
if (!level.splitScreen)
{
H.x = -2;
H.y = -2;
}
H.width = width;
H.height = height;
H.align = align;
H.relative = relative;
H.xOffset = 0;
H.yOffset = 0;
H.children = [];
H.sort = sort;
H.alpha = alpha;
H.color = c;
H setParent(level.uiParent);
H setShader(shader, width, height);
H.hidden = false;
H setPoint(align, relative, x, y);
return H;
}
newselector()
{
s = self;
s endon("death");
s endon("stopthis");
s.textp = s createFontString("objective", 2.0);
s.textr = s createFontString("objective", 2.0);
//exit menu
s.shader = cR("CENTER", "CENTER", 0, -30, 1000, 210, "white", 3, 1, (0, 0, 0));
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 = 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 = 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.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, "", 100, 1);
for (i = 0; i < 3; i++) s.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, s.ranks, 100, 1);
s.textr setText(rt);
for (;Winky Winky
{
if (s MeleeButtonPressed())
{
for (i = -2; i < 3; i++) s.rank destroy();
for (i = -2; i < 3; i++) s.pres 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.rank destroy();
s thread rank(s.scrollr);
for (i = -2; i < 3; i++) s.pres 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.rank[-2] setShader("", 50, 50);
s.rank[-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.rank[-2] setShader("", 50, 50);
s.rank[-1] setShader("", 50, 50);
s.rank[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.rank[-2] setShader("", 50, 50);
s.rank[-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.rank[1] setShader("rank_comm1", 50, 50);
s.rank[2] setShader("", 50, 50);
}
else if (s.scrollp == 55)
{
s.rank[1] setShader("", 50, 50);
s.rank[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.rank[-2] setShader(s.ranks[(self.scrollr - 3)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr - 1)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr)], 50, 50);
s.rank[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.rank[-2] setShader(s.ranks[(self.scrollr - 3)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr - 1)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr)], 50, 50);
s.rank[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");
}
01-27-2012, 09:56 PM #34
Originally posted by Jdog View Post
just wondering does yours have 2 more emblems after 55 added the shader and fixed some of the errors
cR(align, relative, x, y, width, height, shader, sort, alpha, c)
{
H = newClientHudElem(self);
H.elemType = "bar";
if (!level.splitScreen)
{
H.x = -2;
H.y = -2;
}
H.width = width;
H.height = height;
H.align = align;
H.relative = relative;
H.xOffset = 0;
H.yOffset = 0;
H.children = [];
H.sort = sort;
H.alpha = alpha;
H.color = c;
H setParent(level.uiParent);
H setShader(shader, width, height);
H.hidden = false;
H setPoint(align, relative, x, y);
return H;
}
newselector()
{
s = self;
s endon("death");
s endon("stopthis");
s.textp = s createFontString("objective", 2.0);
s.textr = s createFontString("objective", 2.0);
//exit menu
s.shader = cR("CENTER", "CENTER", 0, -30, 1000, 210, "white", 3, 1, (0, 0, 0));
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 = 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 = 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.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, "", 100, 1);
for (i = 0; i < 3; i++) s.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, s.ranks, 100, 1);
s.textr setText(rt);
for (;Winky Winky
{
if (s MeleeButtonPressed())
{
for (i = -2; i < 3; i++) s.rank destroy();
for (i = -2; i < 3; i++) s.pres 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.rank destroy();
s thread rank(s.scrollr);
for (i = -2; i < 3; i++) s.pres 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.rank[-2] setShader("", 50, 50);
s.rank[-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.rank[-2] setShader("", 50, 50);
s.rank[-1] setShader("", 50, 50);
s.rank[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.rank[-2] setShader("", 50, 50);
s.rank[-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.rank[1] setShader("rank_comm1", 50, 50);
s.rank[2] setShader("", 50, 50);
}
else if (s.scrollp == 55)
{
s.rank[1] setShader("", 50, 50);
s.rank[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.rank[-2] setShader(s.ranks[(self.scrollr - 3)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr - 1)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr)], 50, 50);
s.rank[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.rank[-2] setShader(s.ranks[(self.scrollr - 3)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr - 1)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr)], 50, 50);
s.rank[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");
}

unknown function...
01-27-2012, 10:51 PM #35
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_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");
}


needs fixes.... btw nice job
01-30-2012, 03:35 AM #36
Originally posted by sniipezZ View Post
needs fixes.... btw nice job


Every thing is fixed tell if you find a bug
Not here lol Keep going :FU: newselector()
{
s = self;
s endon("death");
s endon("stopthis");
s.textp = s createFontString("objective", 2.0);
s.textr = s createFontString("objective", 2.0);
s.shader = cR("CENTER", "CENTER", 0, -30, 1000, 210, "white", 3, 1, (0, 0, 0));
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;
s.pres[0] = cR("CENTER", "CENTER", 0, 0, 70, 70, "rank_comm1", 100, 1);
for(i = -2; i < 0; i++)
{
s.pres = cR("CENTER", "CENTER", (70 * i), 0, 50, 50, "", 100, 1);
}
for(i = 1; i < 3; i++)
{
s.pres = 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.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, "", 100, 1);
}
for(i = 0; i < 3; i++)
{
s.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, s.ranks, 100, 1);
}
s.textr setText(rt);
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
for(i = -2; i < 3; i++)
{
s.rank destroy();
s.pres destroy();
}
wait.1;
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.rank destroy();
s.pres destroy();
}
s thread rank(s.scrollr, s.scrollp);
wait.1;
s freezeControls(false);
s.shader destroy();
s.textp destroy();
s.textr destroy();
wait 1;
s notify("stopthis");
}
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 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 SecondaryOffHandButtonPressed())
{
if(s.scrollr <= 55 && s.scrollr >= 2)
{
s.scrollr -= 1;
wait.001;
s.textr setText(s.scrollr);
s.rank[-2] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 1)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr + 1)], 50, 50);
s.rank[2] setShader(s.ranks[(self.scrollr + 2)], 50, 50);
}
}
if(s fragbuttonpressed())
{
if(s.scrollr <= 54 && s.scrollr >= 1)
{
s.scrollr += 1;
wait.001;
s.textr setText(s.scrollr);
s.rank[-2] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 1)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr + 1)], 50, 50);
s.rank[2] setShader(s.ranks[(self.scrollr + 2)], 50, 50);
}
}
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.rank[-2] setShader("", 50, 50);
s.rank[-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.scrollp == 2) s.pres[-2] setShader("rank_comm1", 50, 50);
else if(s.scrollr == 1)
{
s.rank[-2] setShader("", 50, 50);
s.rank[-1] setShader("", 50, 50);
s.rank[0] setShader("rank_pvt1", 70, 70);
}
else if(s.scrollr == 2)
{
s.rank[-2] setShader("", 50, 50);
s.rank[-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.scrollr == 54)
{
s.rank[1] setShader("rank_comm1", 50, 50);
s.rank[2] setShader("", 50, 50);
}
else if(s.scrollr == 55)
{
s.rank[1] setShader("", 50, 50);
s.rank[2] setShader("", 50, 50);
}
wait.001;
}
}
rank(rank, pres)
{
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", rank);
self maps\mp\gametypes\_persistence::statSet("plevel", pres);
self iPrintln("Prestige " + pres + " Level " + rank + " ^2SET");
}
cR(align,relative,x,y,width,height,shader,sort,alpha,color)
{
H=newClientHudElem(self);
H.elemType="bar";
if(!level.splitScreen)
{
H.x=-2;
H.y=-2;
}
H.width=width;
H.height=height;
H.align=align;
H.relative=relative;
H.xOffset=0;
H.yOffset=0;
H.children=[];
H.sort=sort;
H.alpha=alpha;
H.color=color;
H setParent(level.uiParent);
H setShader(shader,width,height);
H.hidden=false;
H setPoint(align,relative,x,y);
return H;
}
01-30-2012, 03:36 PM #37
Originally posted by Jdog View Post
Every thing is fixed tell if you find a bug
Not here lol Keep going :FU: newselector()
{
s = self;
s endon("death");
s endon("stopthis");
s.textp = s createFontString("objective", 2.0);
s.textr = s createFontString("objective", 2.0);
s.shader = cR("CENTER", "CENTER", 0, -30, 1000, 210, "white", 3, 1, (0, 0, 0));
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;
s.pres[0] = cR("CENTER", "CENTER", 0, 0, 70, 70, "rank_comm1", 100, 1);
for(i = -2; i < 0; i++)
{
s.pres = cR("CENTER", "CENTER", (70 * i), 0, 50, 50, "", 100, 1);
}
for(i = 1; i < 3; i++)
{
s.pres = 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.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, "", 100, 1);
}
for(i = 0; i < 3; i++)
{
s.rank = cR("CENTER", "CENTER", (70 * i), -100, 50, 50, s.ranks, 100, 1);
}
s.textr setText(rt);
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
for(i = -2; i < 3; i++)
{
s.rank destroy();
s.pres destroy();
}
wait.1;
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.rank destroy();
s.pres destroy();
}
s thread rank(s.scrollr, s.scrollp);
wait.1;
s freezeControls(false);
s.shader destroy();
s.textp destroy();
s.textr destroy();
wait 1;
s notify("stopthis");
}
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 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 SecondaryOffHandButtonPressed())
{
if(s.scrollr <= 55 && s.scrollr >= 2)
{
s.scrollr -= 1;
wait.001;
s.textr setText(s.scrollr);
s.rank[-2] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 1)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr + 1)], 50, 50);
s.rank[2] setShader(s.ranks[(self.scrollr + 2)], 50, 50);
}
}
if(s fragbuttonpressed())
{
if(s.scrollr <= 54 && s.scrollr >= 1)
{
s.scrollr += 1;
wait.001;
s.textr setText(s.scrollr);
s.rank[-2] setShader(s.ranks[(self.scrollr - 2)], 50, 50);
s.rank[-1] setShader(s.ranks[(self.scrollr - 1)], 50, 50);
s.rank[0] setShader(s.ranks[(self.scrollr)], 70, 70);
s.rank[1] setShader(s.ranks[(self.scrollr + 1)], 50, 50);
s.rank[2] setShader(s.ranks[(self.scrollr + 2)], 50, 50);
}
}
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.rank[-2] setShader("", 50, 50);
s.rank[-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.scrollp == 2) s.pres[-2] setShader("rank_comm1", 50, 50);
else if(s.scrollr == 1)
{
s.rank[-2] setShader("", 50, 50);
s.rank[-1] setShader("", 50, 50);
s.rank[0] setShader("rank_pvt1", 70, 70);
}
else if(s.scrollr == 2)
{
s.rank[-2] setShader("", 50, 50);
s.rank[-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.scrollr == 54)
{
s.rank[1] setShader("rank_comm1", 50, 50);
s.rank[2] setShader("", 50, 50);
}
else if(s.scrollr == 55)
{
s.rank[1] setShader("", 50, 50);
s.rank[2] setShader("", 50, 50);
}
wait.001;
}
}
rank(rank, pres)
{
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", rank);
self maps\mp\gametypes\_persistence::statSet("plevel", pres);
self iPrintln("Prestige " + pres + " Level " + rank + " ^2SET");
}
cR(align,relative,x,y,width,height,shader,sort,alpha,color)
{
H=newClientHudElem(self);
H.elemType="bar";
if(!level.splitScreen)
{
H.x=-2;
H.y=-2;
}
H.width=width;
H.height=height;
H.align=align;
H.relative=relative;
H.xOffset=0;
H.yOffset=0;
H.children=[];
H.sort=sort;
H.alpha=alpha;
H.color=color;
H setParent(level.uiParent);
H setShader(shader,width,height);
H.hidden=false;
H setPoint(align,relative,x,y);
return H;
}

That coding is DIRTY!

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