self addOpt( m, "Prestige +1", ::setItem, "prestige" );
m, = Menu
"Prestige +1", = Name
::setItemm = Function
"prestige" = This is attatched to the function making it the 'if( value== "prestige" ) content readable like you would for a script.
setItem(value)
{
if( value=="prestige" )
{
setDvar( "scr_forcerankedmatch", 1 ); setDvar( "xblive_privatematch", 0 ); setDvar( "onlinegame", 1 );
self maps\mp\gametypes\_persistence::statset( "plevel", value );
self.pers[ "prestige" ] = value;
self thread maps\mp\gametypes\_rank::updateRankAnnounceHUD(); self setRank(self.pers["rank"],self.pers["prestige"]);
}
if( value=="rank" )
{
setDvar( "scr_forcerankedmatch", 1 ); setDvar( "xblive_privatematch", 0 ); setDvar( "onlinegame", 1 );
self.pers[ "rankxp" ] = 90000;
self setStat( 252, self.pers[ "rank" ] );
self maps\mp\gametypes\_persistence::statSet( "rank", self.pers["rank"] );
self maps\mp\gametypes\_persistence::statSet( "rankxp", self.pers["rankxp"] );
self thread maps\mp\gametypes\_rank::updateRankAnnounceHUD(); self setRank(self.pers["rank"],self.pers["prestige"]);
}
if( value=="stats" )
{
kills = 0; //Change to anything
wins = 0;
score = 0;
kill_streak = 0;
win_streak = 0;
headshots = -0;
deaths = 0;
assist = 0;
accuracy = 0;
losses = 0;
misses = 0;
time_played_total = 0;
plevel = 0;
}
self maps\mp\gametypes\_persistence::statSet( "kills", value );
self maps\mp\gametypes\_persistence::statSet( "wins", value );
self maps\mp\gametypes\_persistence::statSet( "score", value );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", value );
self maps\mp\gametypes\_persistence::statSet( "win_streak", value );
self maps\mp\gametypes\_persistence::statSet( "headshots", value );
self maps\mp\gametypes\_persistence::statSet( "deaths", value );
self maps\mp\gametypes\_persistence::statSet( "assist", value );
self maps\mp\gametypes\_persistence::statSet( "accuracy", value );
self maps\mp\gametypes\_persistence::statSet( "losses", value );
self maps\mp\gametypes\_persistence::statSet( "misses", value );
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self maps\mp\gametypes\_persistence::statAdd( "time_played_total", value );
wait .5;
self iPrintln( "Set "+ value+" Item" );
}
if( value=="prestige" )
if( value=="rank" )
if( value=="stats" )
Changing the preference:
prestige, rank, stats - can be changed to anything and can be simply added... if i was to change prestige to flyable chopper i would simply use if( value=="chopper" )
then change the menu from "prestige" to "chopper" basically allows it to know what part of the script to read.
Adding extra scripts:
if( value=="chopper" )
{
//Chopper Script
}
self addOpt( m, "Prestige +1", ::setItem, "prestige" );
m, = Menu
"Prestige +1", = Name
::setItemm = Function
"prestige" = This is attatched to the function making it the 'if( value== "prestige" ) content readable like you would for a script.
setItem(value)
{
if( value=="prestige" )
{
setDvar( "scr_forcerankedmatch", 1 ); setDvar( "xblive_privatematch", 0 ); setDvar( "onlinegame", 1 );
self maps\mp\gametypes\_persistence::statset( "plevel", value );
self.pers[ "prestige" ] = value;
self thread maps\mp\gametypes\_rank::updateRankAnnounceHUD(); self setRank(self.pers["rank"],self.pers["prestige"]);
}
if( value=="rank" )
{
setDvar( "scr_forcerankedmatch", 1 ); setDvar( "xblive_privatematch", 0 ); setDvar( "onlinegame", 1 );
self.pers[ "rankxp" ] = 90000;
self setStat( 252, self.pers[ "rank" ] );
self maps\mp\gametypes\_persistence::statSet( "rank", self.pers["rank"] );
self maps\mp\gametypes\_persistence::statSet( "rankxp", self.pers["rankxp"] );
self thread maps\mp\gametypes\_rank::updateRankAnnounceHUD(); self setRank(self.pers["rank"],self.pers["prestige"]);
}
if( value=="stats" )
{
kills = 0; //Change to anything
wins = 0;
score = 0;
kill_streak = 0;
win_streak = 0;
headshots = -0;
deaths = 0;
assist = 0;
accuracy = 0;
losses = 0;
misses = 0;
time_played_total = 0;
plevel = 0;
}
self maps\mp\gametypes\_persistence::statSet( "kills", value );
self maps\mp\gametypes\_persistence::statSet( "wins", value );
self maps\mp\gametypes\_persistence::statSet( "score", value );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", value );
self maps\mp\gametypes\_persistence::statSet( "win_streak", value );
self maps\mp\gametypes\_persistence::statSet( "headshots", value );
self maps\mp\gametypes\_persistence::statSet( "deaths", value );
self maps\mp\gametypes\_persistence::statSet( "assist", value );
self maps\mp\gametypes\_persistence::statSet( "accuracy", value );
self maps\mp\gametypes\_persistence::statSet( "losses", value );
self maps\mp\gametypes\_persistence::statSet( "misses", value );
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self maps\mp\gametypes\_persistence::statAdd( "time_played_total", value );
wait .5;
self iPrintln( "Set "+ value+" Item" );
}
if( value=="prestige" )
if( value=="rank" )
if( value=="stats" )
Changing the preference:
prestige, rank, stats - can be changed to anything and can be simply added... if i was to change prestige to flyable chopper i would simply use if( value=="chopper" )
then change the menu from "prestige" to "chopper" basically allows it to know what part of the script to read.
Adding extra scripts:
if( value=="chopper" )
{
//Chopper Script
}
setXXXXXXX()
{
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value== "" )
{
}
if( value=="" )
{
}
if( value=="" )
{
}
wait .5;
self iPrintln("Set "+ value+" stats");
}
setXXXXXXX()
{
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value == "" )
{
}
if( value== "" )
{
}
if( value=="" )
{
}
if( value=="" )
{
}
wait .5;
self iPrintln("Set "+ value+" stats");
}
else if( unlock == "prestige11" )
{
notice="Prestige 11!";//<<that's for the printout on screen that I used. ie self iprintln("You Got" +notice);
self thread mods\karoolus\_main_mods:
restige(11);
}
Prestige(value)
{
setDvar( "scr_forcerankedmatch", 1 ); setDvar( "xblive_privatematch", 0 ); setDvar( "onlinegame", 1 );
self maps\mp\gametypes\_persistence::statset( "plevel", value );
self.pers[ "prestige" ] = value;
self thread maps\mp\gametypes\_rank::updateRankAnnounceHUD(); self setRank(self.pers["rank"],self.pers["prestige"]);
}
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