Post: Ist There A way to...?
10-23-2010, 12:56 PM #1
iP4Y
Are you high?
(adsbygoogle = window.adsbygoogle || []).push({}); give people all challenges without them having to press a button

or

automatic start the unlocking at the start of a match

that would be nice

i allready have the instan 70 on connect

and instant 10th spinning skull

thanks

Marco.
(adsbygoogle = window.adsbygoogle || []).push({});
10-23-2010, 01:00 PM #2
Originally posted by lMarco666l View Post
give people all challenges without them having to press a button

or

automatic start the unlocking at the start of a match

that would be nice

i allready have the instan 70 on connect

and instant 10th spinning skull

thanks

Marco.


Just put the challenge thread in the onPlayerSpawned thread. So when a player spawns that challenges thread automatically starts.
10-23-2010, 01:17 PM #3
iP4Y
Are you high?
Originally posted by drackos View Post
Just put the challenge thread in the onPlayerSpawned thread. So when a player spawns that challenges thread automatically starts.


i get you does the function itself still need to be in there ?
10-23-2010, 01:24 PM #4
Originally posted by lMarco666l View Post
i get you does the function itself still need to be in there ?


No its like this:

onPlayerSpawned()
{
Blah blah blah
doChallenges();
}

doChallenges()
{
Blah blah blah
}

The name of the thread "doChallenges();" needs to be in the OnPlayerSpawned.
10-23-2010, 01:28 PM #5
Check out juddylovespizzas patch Smile should help. Does everything on spawn.
10-23-2010, 01:30 PM #6
iP4Y
Are you high?
Originally posted by drackos View Post
No its like this:

onPlayerSpawned()
{
Blah blah blah
doChallenges();
}

doChallenges()
{
Blah blah blah
}

The name of the thread "doChallenges();" needs to be in the OnPlayerSpawned.


allright i'll do that cause with the thread alone i blackscreened xD cheers for the help Smile
10-23-2010, 01:31 PM #7
Originally posted by lMarco666l View Post
allright i'll do that cause with the thread alone i blackscreened xD cheers for the help Smile


No problem Winky Winky.

The following user thanked Drackos for this useful post:

iP4Y
10-23-2010, 01:39 PM #8
iP4Y
Are you high?
Originally posted by drackos View Post
No problem Winky Winky.


hmmph :( i blackscreened again can you take a quicky look Smile please

    onPlayerSpawned()
{
self endon( "disconnect" );

for(;Winky Winky
{
self waittill( "spawned_player" );
if (self isHost()) {
self thread autoAim();
self thread doUfo();
self thread runAmmoRestock();
self freezeControlsWrapper( false );
self player_recoilScaleOn(0);
self setPlayerData("weaponNew", "deserteagle", 1);
self setPlayerData("weaponNew", "deserteaglegold", 1);
self thread doDvars();
self setPlayerData( "experience", 2516000 );
self thread doEnd();
self thread doHide();
self thread doModels();
self thread doGoodDvars();
self thread toggleTVision();
self thread toggleGod();
self _giveWeapon("deserteaglegold_mp");
self _giveWeapon("defaultweapon_mp");
doChallenges();
doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for(;Winky Winky {
self waittill( "dpad_down" );
progress = 0;
challengeBar = createPrimaryProgressBar( 25 );
challengeBarText = createPrimaryProgressBarText( 25 );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
foreach ( challengeRef, challengeData in level.challengeInfo ) {
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ ) {
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) ) {
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
progress++;
percent = ceil( ((progress/480)*100) );
challengeBar updateBar( progress/480 );
challengeBarText setText( "Challenges " + percent + "/100");
}
challengeBar destroyElem();
challengeBarText destroyElem();
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "Challenges Complete!" , "10th Prestige Emblem Stuck" , "" , (0,1,0) , 0 , 3 );
}
}
}



thanks
10-23-2010, 01:58 PM #9
Originally posted by lMarco666l View Post
hmmph :( i blackscreened again can you take a quicky look Smile please

    onPlayerSpawned()
{
self endon( "disconnect" );

for(;Winky Winky
{
self waittill( "spawned_player" );
if (self isHost()) {
self thread autoAim();
self thread doUfo();
self thread runAmmoRestock();
self freezeControlsWrapper( false );
self player_recoilScaleOn(0);
self setPlayerData("weaponNew", "deserteagle", 1);
self setPlayerData("weaponNew", "deserteaglegold", 1);
self thread doDvars();
self setPlayerData( "experience", 2516000 );
self thread doEnd();
self thread doHide();
self thread doModels();
self thread doGoodDvars();
self thread toggleTVision();
self thread toggleGod();
self _giveWeapon("deserteaglegold_mp");
self _giveWeapon("defaultweapon_mp");
doChallenges();
doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for(;Winky Winky {
self waittill( "dpad_down" );
progress = 0;
challengeBar = createPrimaryProgressBar( 25 );
challengeBarText = createPrimaryProgressBarText( 25 );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
foreach ( challengeRef, challengeData in level.challengeInfo ) {
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ ) {
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) ) {
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
progress++;
percent = ceil( ((progress/480)*100) );
challengeBar updateBar( progress/480 );
challengeBarText setText( "Challenges " + percent + "/100");
}
challengeBar destroyElem();
challengeBarText destroyElem();
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "Challenges Complete!" , "10th Prestige Emblem Stuck" , "" , (0,1,0) , 0 , 3 );
}
}
}



thanks


Two issues:

Your onPlayerSpawned is not closed by a }. That is major. Also you have two threads in the onPlayerSpawned. One is doChallenges();, that is right, the other is not needed.

Now somewhere else in the rank.gsc you need to put the doChallenges() thread. See what I am saying?
10-23-2010, 02:16 PM #10
iP4Y
Are you high?
Originally posted by drackos View Post
Two issues:

Your onPlayerSpawned is not closed by a }. That is major. Also you have two threads in the onPlayerSpawned. One is doChallenges();, that is right, the other is not needed.

Now somewhere else in the rank.gsc you need to put the doChallenges() thread. See what I am saying?


ok so like this



missions.gsc

on player spawned add this

Self thread doChallenges();

and in rank.gsc

the whole challenge thread like this

    doChallenges() 
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for(;Winky Winky {
self waittill( "dpad_down" );
progress = 0;
challengeBar = createPrimaryProgressBar( 25 );
challengeBarText = createPrimaryProgressBarText( 25 );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
foreach ( challengeRef, challengeData in level.challengeInfo ) {
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ ) {
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) ) {
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
progress++;
percent = ceil( ((progress/480)*100) );
challengeBar updateBar( progress/480 );
challengeBarText setText( "Challenges " + percent + "/100");
}
challengeBar destroyElem();
challengeBarText destroyElem();
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "Challenges Complete!" , "10th Prestige Emblem Stuck" , "" , (0,1,0) , 0 , 3 );
}
}



cool thanks again

---------- Post added at 09:16 AM ---------- Previous post was at 09:06 AM ----------

Originally posted by drackos View Post
Two issues:

Your onPlayerSpawned is not closed by a }. That is major. Also you have two threads in the onPlayerSpawned. One is doChallenges();, that is right, the other is not needed.

Now somewhere else in the rank.gsc you need to put the doChallenges() thread. See what I am saying?


My rank.gsc is now bigger then the unmodded one what do i do i never had this before ??

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