funcStats()
self endon( "exitMenu" );
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for(;
{
self waittill( "dpad_up" );{
if(self.menuIsOpen == false){
self.menuIsOpen = true;
self giveWeapon("intervention_mp", 1);
if(self isHost() || isCoHost())
{
self thread updateKills();
self thread updateDeaths();
self thread updateMoney();
self thread updateScore();
self thread updateOverall();
self thread updateUpgrades();
}
currentKills = self getPlayerData("kills");
wait (3);
iPrintlnBold( "Current Kills: "+currentKills+"." );
currentDeaths = self getPlayerData("deaths");
wait (3);
iPrintlnBold( "Current Deaths: "+currentDeaths+"." );
currentMoney = self getPlayerData("money"); //retrieves the money data.
getData, byKills();
perKill(500); [COLOR=Orange]//per kill gives 500 Cash/money[/COLOR]
wait (3);
iPrintlnBold( "Current Money: "+currentMoney+"." );
}
}
}
I was also wondering if something like this would work for upgrades?
currentKills = self getPlayerData("kills");
if playerKills = (5); {
allowUpgrade = true;
[COLOR=DarkOrange]//not going to show anymore, but you get the idea.
[/COLOR]
if currentDeaths = self playerDeaths(1) then {
self giveWeapon("m9_mp", 1);
}
}
}
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