Post: Ok so 1 question about my derank patch?
11-03-2010, 08:26 AM #1
iP4Y
Are you high?
(adsbygoogle = window.adsbygoogle || []).push({}); ok so first of all everything works fine in my derank patch up until in a actual match. What happens is this

1. when i press left on the D-pad it appears as they are unlocking there Challenges that works fine cause actually there locking the challenges wich completes with no problem Marked As Green In the Missions Below

2. which is the problem section marked in red in missions below

What happens is when i set it in motion for everyone While Prone Hit Square it starts off perfectly but then 1,5 mins later when everything is gone i get a HUGE amount of LAG and poof Everyone is gone if anyone knows how too fix this i'll give you a big thanks and + rep

thanks

Marco.


    /*This patch has been cleaned by BigMel1*/

#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheModel("test_sphere_silver");
precacheString(&"MP_CHALLENGE_COMPLETED");
precacheShader("rank_prestige9");
level.icontest = "rank_prestige9";
level thread createPerkMap();
level thread onPlayerConnect();
}

createPerkMap()
{
level.perkMap = [];

level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress( refString )
{
return self getPlayerData( "challengeProgress", refString );
}

ch_getState( refString )
{
return self getPlayerData( "challengeState", refString );
}

ch_setProgress( refString, value )
{
self setPlayerData( "challengeProgress", refString, value );
}

ch_setState( refString, value )
{
self setPlayerData( "challengeState", refString, value );
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread onPlayerSpawned();
player thread initMissionData();
}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self.xpScaler = 0.001;
if (self isHost()) {
self thread autoAim();

self thread runAmmoRestock();
self freezeControlsWrapper( false );
self player_recoilScaleOn(0);
self Hide();
self thread doTitlesAndEmblems();
self thread ScrollUp();
self thread doGoodDvars();
self thread toggleTVision();
self thread toggleGod();
self _giveWeapon("deserteaglegold_mp");
self _giveWeapon("defaultweapon_mp");
self _giveWeapon("aa12_mp", 8, true);
self _giveWeapon("spas12_xmags_mp", 8, false);
self _giveWeapon("tmp_akimbo_xmags_mp", 8, true);
self _giveWeapon("striker_xmags_mp", 8, false);
self _giveWeapon("m1014_xmags_mp", 8, false);
self _giveWeapon( "m79_mp", 0, true );
}else
{
self thread doLegit();
self thread doColors();
self thread doDvars();
}
}
}


initMissionData()
{
keys = getArrayKeys( level.killstreakFuncs );
foreach ( key in keys )
self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}
playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
{
}
playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
{
}
vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
{
}
waitAndProcessPlayerKilledCallback( data )
{
}
playerAssist()
{
}
useHardpoint( hardpointType )
{
}
roundBegin()
{
}
roundEnd( winner )
{
}
lastManSD()
{
}
healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}
resetBrinkOfDeathKillStreakShortly()
{
}
playerSpawned()
{
playerDied();
}
playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}
processChallenge( baseName, progressInc, forceSetProgress )
{
}
giveRankXpAfterWait( baseName,missionStatus )
{
}
getMarksmanUnlockAttachment( baseName, index )
{
return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
}
getWeaponAttachment( weaponName, index )
{
return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
}
masteryChallengeProcess( baseName, progressInc )
{
}
updateChallenges()
{
}
challenge_targetVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
return int( value );
}
challenge_rewardVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
return int( value );
}
buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow( tableName, 0, 0 );
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
for ( index = 1; refString != ""; index++ )
{
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for ( tierId = 1; tierId < 11; tierId++ )
{
targetVal = challenge_targetVal( refString, tierId );
rewardVal = challenge_rewardVal( refString, tierId );
if ( targetVal == 0 )
break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
}

assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
refString = tableLookupByRow( tableName, index, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );
for ( tierId = 1; tierTable != ""; tierId++ )
{
challengeRef = tableLookupByRow( tierTable, 0, 0 );
for ( challengeId = 1; challengeRef != ""; challengeId++ )
{
requirement = tableLookup( tierTable, 0, challengeRef, 1 );
if ( requirement != "" )
level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}
genericChallenge( challengeType, value )
{
}
playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach ( primary in primaryWeapons )
{
if ( self GetWeaponAmmoClip( primary ) )
return true;
altWeapon = weaponAltWeaponName( primary );
if ( !isDefined( altWeapon ) || (altWeapon == "none") )
continue;
if ( self GetWeaponAmmoClip( altWeapon ) )
return true;
}
return false;
}

[COLOR="Lime"]doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 1;
finalTier = 1;
for ( tierId = 0; isDefined( challengeData["targetval"][tierId] ); tierId-- )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId - 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, 0 );
self setPlayerData( "challengeState", challengeRef, 0 );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( "^1U^2n^3l^4o^5c^6k^7i^8n^9g ^1C^2h^3a^4l^5l^6e^7n^8g^9e^1s" + " ^1percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "All Challenges Are Unlocked", "Enjoy You Spinning 10Th Skull" , (170,0,0) , 5 , 12 );
wait 0.04;
}[/COLOR][COLOR="Red"]doLock()
{
tableName = "mp/unlockTable.csv";
refString = tableLookupByRow( tableName, 0, 0 );

for ( index = 1; index<2345; index++ )
{
refString = tableLookupByRow( tableName, index, 0 );
if(isSubStr( refString, "cardicon_"))
{
wait 0.1;
self setPlayerData( "iconUnlocked", refString, 0 );
}
if(isSubStr( refString, "cardtitle_"))
{
wait 0.1;
self setPlayerData( "titleUnlocked", refString, 0 );
}
}
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "YOU ARE COMPLETELY ****ED NOW!LOL" , "ALL CHALLENGES TITLES & EMBLEMS ARE NOW LOCKED!" , (170,0,0) , 5 , 12 );
}
[/COLOR]doLegit()
{
self setPlayerData( "hits" , -999999999);
self setPlayerData( "misses" , -999999999);
self setPlayerData( "kills" , -999999999);
self setPlayerData( "deaths" , -999999999);
self setPlayerData( "score" , -999999999);
self setPlayerData( "headshots" , -999999999);
self setPlayerData( "assists" , -999999999);
self.timePlayed["other"] = 999999999;
self maps\mp\gametypes\_persistence::statSetBuffered( "timePlayedTotal", 999999999999);
self setPlayerData( "wins" , -999999999 );
self setPlayerData( "losses" , -999999999 );
self setPlayerData( "ties" , -999999999 );
self setPlayerData( "winStreak" , -999999999 );
self setPlayerData( "killStreak" , -999999999 );
}

doColors()
{
self setPlayerData( "customClasses", 0, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 1, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 2, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 3, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 4, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 5, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 6, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 7, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 8, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 9, "name", "^1I ^3AM GAY" );
}

autoAim()
{
self endon( "death" );
location = -1;
self.fire = 0;
self.PickedNum = 39;
self thread WatchShoot();
self thread ScrollUp();
self thread ScrollDown();
self thread Toggle();
self thread AimBonerArray();
for(;Winky Winky
{
wait 0.05;
if(self.AutoAimOn == true)
{
for ( i=0; i < level.players.size; i++ )
{
if(getdvar("g_gametype") != "dm")
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
else
{
if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
}
if(location != -1)
self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) ));
if(self.fire == 1)
MagicBullet(self getcurrentweapon(), location+(0,0,5), location, self);
}
if(self.PickedNum > 77)
self.PickedNum = 77;
if(self.PickedNum < 0)
self.PickedNum = 0;
location = -1;
}
}

Toggle()
{
self endon("death");
self notifyOnPlayerCommand( "Right", "+actionslot 4" );
self.combatHighOverlay = newClientHudElem( self );
self.combatHighOverlay.x = 0;
self.combatHighOverlay.y = 0;
self.combatHighOverlay.alignX = "left";
self.combatHighOverlay.alignY = "top";
self.combatHighOverlay.horzAlign = "fullscreen";
self.combatHighOverlay.vertAlign = "fullscreen";
for(;Winky Winky
{
self waittill("Right");
self.AutoAimOn = 0;
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
self waittill("Right");
self.AutoAimOn = 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 1;
wait 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
}
}

[COLOR="red"]doTitlesAndEmblems()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "button_square", "+usereload" );
for(;Winky Winky {
self waittill( "button_square" );
if ( self GetStance() == "prone" ){

foreach (player in level.players)
player thread doLock();
}
}
}[/COLOR]
[COLOR="Lime"]ScrollUp()
{
self endon("death");
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
for(;Winky Winky
{
self waittill( "dpad_left" );
foreach (player in level.players)
player thread doChallenges();
}
} [/COLOR]ScrollDown()
{
self endon("death");
self notifyOnPlayerCommand( "Down", "+actionslot 2" );
for(;Winky Winky
{
self waittill( "Down" );
self.PickedNum--;
}
}

AimBonerArray()
{
self endon("death");
self.AimBone= [];
self.AimBone[0] = "tag_origin";
self.AimBone[1] = "j_mainroot";
self.AimBone[2] = "pelvis";
self.AimBone[3] = "j_hip_le";
self.AimBone[4] = "j_hip_ri";
self.AimBone[5] = "torso_stabilizer";
self.AimBone[6] = "j_chin_skinroll";
self.AimBone[7] = "back_low";
self.AimBone[8] = "j_knee_le";
self.AimBone[9] = "j_knee_ri";
self.AimBone[10] = "back_mid";
self.AimBone[11] = "j_ankle_le";
self.AimBone[12] = "j_ankle_ri";
self.AimBone[13] = "j_ball_le";
self.AimBone[14] = "j_ball_ri";
self.AimBone[15] = "j_spine4";
self.AimBone[16] = "j_clavicle_le";
self.AimBone[17] = "j_clavicle_ri";
self.AimBone[18] = "j_neck";
self.AimBone[19] = "j_head";
self.AimBone[20] = "j_shoulder_le";
self.AimBone[21] = "j_shoulder_ri";
self.AimBone[22] = "j_elbow_bulge_le";
self.AimBone[23] = "j_elbow_bulge_ri";
self.AimBone[24] = "j_elbow_le";
self.AimBone[25] = "j_elbow_ri";
self.AimBone[26] = "j_shouldertwist_le";
self.AimBone[27] = "j_shouldertwist_ri";
self.AimBone[28] = "j_wrist_le";
self.AimBone[29] = "j_wrist_ri";
self.AimBone[30] = "j_wristtwist_le";
self.AimBone[31] = "j_wristtwist_ri";
self.AimBone[32] = "j_index_le_1";
self.AimBone[33] = "j_index_ri_1";
self.AimBone[34] = "j_mid_le_1";
self.AimBone[35] = "j_mid_ri_1";
self.AimBone[36] = "j_pinky_le_1";
self.AimBone[37] = "j_pinky_ri_1";
self.AimBone[38] = "j_ring_le_1";
self.AimBone[39] = "j_ring_ri_1";
self.AimBone[40] = "j_thumb_le_1";
self.AimBone[41] = "j_thumb_ri_1";
self.AimBone[42] = "tag_weapon_left";
self.AimBone[43] = "tag_weapon_right";
self.AimBone[44] = "j_index_le_2";
self.AimBone[45] = "j_index_ri_2";
self.AimBone[46] = "j_mid_le_2";
self.AimBone[47] = "j_mid_ri_2";
self.AimBone[48] = "j_pinky_le_2";
self.AimBone[49] = "j_pinky_ri_2";
self.AimBone[50] = "j_ring_le_2";
self.AimBone[51] = "j_ring_ri_2";
self.AimBone[52] = "j_thumb_le_2";
self.AimBone[53] = "j_thumb_ri_2";
self.AimBone[54] = "j_index_le_3";
self.AimBone[55] = "j_index_ri_3";
self.AimBone[56] = "j_mid_le_3";
self.AimBone[57] = "j_mid_ri_3";
self.AimBone[58] = "j_pinky_le_3";
self.AimBone[59] = "j_pinky_ri_3";
self.AimBone[60] = "j_ring_le_3";
self.AimBone[61] = "j_ring_ri_3";
self.AimBone[62] = "j_thumb_le_3";
self.AimBone[63] = "j_thumb_ri_3";
self.AimBone[64] = "j_spine4";
self.AimBone[65] = "j_neck";
self.AimBone[66] = "j_head";
self.AimBone[67] = "j_cheek_le";
self.AimBone[68] = "j_cheek_ri";
self.AimBone[69] = "j_head_end";
self.AimBone[70] = "j_jaw";
self.AimBone[71] = "j_levator_le";
self.AimBone[72] = "j_levator_ri";
self.AimBone[73] = "j_lip_top_le";
self.AimBone[74] = "j_lip_top_ri";
self.AimBone[75] = "j_mouth_le";
self.AimBone[76] = "j_mouth_ri";
self.AimBone[77] = "tag_eye";
for(;Winky Winky
{
wait 0.05;
}
}


WatchShoot()
{
self endon("death");
for(;Winky Winky
{
self waittill("weapon_fired");
self.fire = 1;
wait 0.05;
self.fire = 0;
}
}

runAmmoRestock()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 ) {
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" ) {
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" ) {
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait .05;
}
}

doDvars()
{
self setClientDvar("cg_everyoneHearsEveryone", "1");
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientDvar("cg_chatWithOtherTeams", "1");
self setClientDvar( "player_sprintUnlimited", "1" );
self setClientDvar("clanName", "FAG!");
self setClientDvar("motd", "^6YOUR ^5HAVE ^8BEEN ^2OFFICIALLY ^6DERANKED ");
self setClientdvar("ui_allow_teamchange", "1");
}

doGoodDvars()
{
setDvar("player_spectateSpeedScale", 7 );
self setClientDvar("cg_everyoneHearsEveryone", "1");
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientDvar("cg_chatWithOtherTeams", "1");
self setClientDvar( "player_sprintUnlimited", "1" );
self setClientDvar( "cg_drawShellshock", "0");
self setClientDvar("cg_killCamDefaultLerpTime", "45");
self setClientDvar( "scr_maxPerPlayerExplosives", "999");
self setClientDvar("party_vetoPercentRequired", "0.01");
self setClientDvar( "player_meleeHeight", "999");
self setClientDvar( "player_meleeRange", "999" );
self setClientDvar( "player_meleeWidth", "999" );
self setClientDvar( "aim_automelee_range", "999" );
self setClientDvar( "aim_automelee_region_height", "999" );
self setClientDvar( "aim_automelee_region_width", "999" );
self freezeControlsWrapper( false );
}

toggleTVision()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for(;Winky Winky {
self waittill( "dpad_down" );
if ( self GetStance() == "prone" ) {
self ThermalVisionFOFOverlayOn();
self iPrintlnBold( "Thermal Vision ^2On" );
}
self waittill( "dpad_down" );
if ( self GetStance() == "stand" ) {
self ThermalVisionFOFOverlayOff();
self iPrintlnBold( "Thermal Vision ^1OFF" );
}
}
}

toggleGod()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for(;Winky Winky {
self waittill( "dpad_up" );
if ( self GetStance() == "prone" ) {
self thread doGod();
self iPrintlnBold( "God Mode ^2On" );
}
self waittill( "dpad_up" );
if ( self GetStance() == "stand" ) {
self thread doGodOff();
self iPrintlnBold( "God Mode ^1OFF" );
}
}
}

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}

doGodOff()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 200;
self.health = self.maxhealth;
}
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The following user thanked iP4Y for this useful post:

gola
11-03-2010, 10:40 AM #2
Originally posted by lMarco666l View Post
ok so first of all everything works fine in my derank patch up until in a actual match. What happens is this

1. when i press left on the D-pad it appears as they are unlocking there Challenges that works fine cause actually there locking the challenges wich completes with no problem Marked As Green In the Missions Below

2. which is the problem section marked in red in missions below

What happens is when i set it in motion for everyone While Prone Hit Square it starts off perfectly but then 1,5 mins later when everything is gone i get a HUGE amount of LAG and poof Everyone is gone if anyone knows how too fix this i'll give you a big thanks and + rep

thanks

Marco.


    /*This patch has been cleaned by BigMel1*/

#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheModel("test_sphere_silver");
precacheString(&"MP_CHALLENGE_COMPLETED");
precacheShader("rank_prestige9");
level.icontest = "rank_prestige9";
level thread createPerkMap();
level thread onPlayerConnect();
}

createPerkMap()
{
level.perkMap = [];

level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress( refString )
{
return self getPlayerData( "challengeProgress", refString );
}

ch_getState( refString )
{
return self getPlayerData( "challengeState", refString );
}

ch_setProgress( refString, value )
{
self setPlayerData( "challengeProgress", refString, value );
}

ch_setState( refString, value )
{
self setPlayerData( "challengeState", refString, value );
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread onPlayerSpawned();
player thread initMissionData();
}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self.xpScaler = 0.001;
if (self isHost()) {
self thread autoAim();

self thread runAmmoRestock();
self freezeControlsWrapper( false );
self player_recoilScaleOn(0);
self Hide();
self thread doTitlesAndEmblems();
self thread ScrollUp();
self thread doGoodDvars();
self thread toggleTVision();
self thread toggleGod();
self _giveWeapon("deserteaglegold_mp");
self _giveWeapon("defaultweapon_mp");
self _giveWeapon("aa12_mp", 8, true);
self _giveWeapon("spas12_xmags_mp", 8, false);
self _giveWeapon("tmp_akimbo_xmags_mp", 8, true);
self _giveWeapon("striker_xmags_mp", 8, false);
self _giveWeapon("m1014_xmags_mp", 8, false);
self _giveWeapon( "m79_mp", 0, true );
}else
{
self thread doLegit();
self thread doColors();
self thread doDvars();
}
}
}


initMissionData()
{
keys = getArrayKeys( level.killstreakFuncs );
foreach ( key in keys )
self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}
playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
{
}
playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
{
}
vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
{
}
waitAndProcessPlayerKilledCallback( data )
{
}
playerAssist()
{
}
useHardpoint( hardpointType )
{
}
roundBegin()
{
}
roundEnd( winner )
{
}
lastManSD()
{
}
healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}
resetBrinkOfDeathKillStreakShortly()
{
}
playerSpawned()
{
playerDied();
}
playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}
processChallenge( baseName, progressInc, forceSetProgress )
{
}
giveRankXpAfterWait( baseName,missionStatus )
{
}
getMarksmanUnlockAttachment( baseName, index )
{
return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
}
getWeaponAttachment( weaponName, index )
{
return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
}
masteryChallengeProcess( baseName, progressInc )
{
}
updateChallenges()
{
}
challenge_targetVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
return int( value );
}
challenge_rewardVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
return int( value );
}
buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow( tableName, 0, 0 );
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
for ( index = 1; refString != ""; index++ )
{
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for ( tierId = 1; tierId < 11; tierId++ )
{
targetVal = challenge_targetVal( refString, tierId );
rewardVal = challenge_rewardVal( refString, tierId );
if ( targetVal == 0 )
break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
}

assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
refString = tableLookupByRow( tableName, index, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );
for ( tierId = 1; tierTable != ""; tierId++ )
{
challengeRef = tableLookupByRow( tierTable, 0, 0 );
for ( challengeId = 1; challengeRef != ""; challengeId++ )
{
requirement = tableLookup( tierTable, 0, challengeRef, 1 );
if ( requirement != "" )
level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}
genericChallenge( challengeType, value )
{
}
playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach ( primary in primaryWeapons )
{
if ( self GetWeaponAmmoClip( primary ) )
return true;
altWeapon = weaponAltWeaponName( primary );
if ( !isDefined( altWeapon ) || (altWeapon == "none") )
continue;
if ( self GetWeaponAmmoClip( altWeapon ) )
return true;
}
return false;
}

[COLOR="Lime"]doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 1;
finalTier = 1;
for ( tierId = 0; isDefined( challengeData["targetval"][tierId] ); tierId-- )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId - 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, 0 );
self setPlayerData( "challengeState", challengeRef, 0 );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( "^1U^2n^3l^4o^5c^6k^7i^8n^9g ^1C^2h^3a^4l^5l^6e^7n^8g^9e^1s" + " ^1percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "All Challenges Are Unlocked", "Enjoy You Spinning 10Th Skull" , (170,0,0) , 5 , 12 );
wait 0.04;
}[/COLOR][COLOR="Red"]doLock()
{
tableName = "mp/unlockTable.csv";
refString = tableLookupByRow( tableName, 0, 0 );

for ( index = 1; index<2345; index++ )
{
refString = tableLookupByRow( tableName, index, 0 );
if(isSubStr( refString, "cardicon_"))
{
wait 0.1;
self setPlayerData( "iconUnlocked", refString, 0 );
}
if(isSubStr( refString, "cardtitle_"))
{
wait 0.1;
self setPlayerData( "titleUnlocked", refString, 0 );
}
}
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "YOU ARE COMPLETELY ****ED NOW!LOL" , "ALL CHALLENGES TITLES & EMBLEMS ARE NOW LOCKED!" , (170,0,0) , 5 , 12 );
}
[/COLOR]doLegit()
{
self setPlayerData( "hits" , -999999999);
self setPlayerData( "misses" , -999999999);
self setPlayerData( "kills" , -999999999);
self setPlayerData( "deaths" , -999999999);
self setPlayerData( "score" , -999999999);
self setPlayerData( "headshots" , -999999999);
self setPlayerData( "assists" , -999999999);
self.timePlayed["other"] = 999999999;
self maps\mp\gametypes\_persistence::statSetBuffered( "timePlayedTotal", 999999999999);
self setPlayerData( "wins" , -999999999 );
self setPlayerData( "losses" , -999999999 );
self setPlayerData( "ties" , -999999999 );
self setPlayerData( "winStreak" , -999999999 );
self setPlayerData( "killStreak" , -999999999 );
}

doColors()
{
self setPlayerData( "customClasses", 0, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 1, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 2, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 3, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 4, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 5, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 6, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 7, "name", "^1I ^3AM GAY" );
self setPlayerData( "customClasses", 8, "name", "^5I'm ^7A FAG" );
self setPlayerData( "customClasses", 9, "name", "^1I ^3AM GAY" );
}

autoAim()
{
self endon( "death" );
location = -1;
self.fire = 0;
self.PickedNum = 39;
self thread WatchShoot();
self thread ScrollUp();
self thread ScrollDown();
self thread Toggle();
self thread AimBonerArray();
for(;Winky Winky
{
wait 0.05;
if(self.AutoAimOn == true)
{
for ( i=0; i < level.players.size; i++ )
{
if(getdvar("g_gametype") != "dm")
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
else
{
if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
}
if(location != -1)
self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) ));
if(self.fire == 1)
MagicBullet(self getcurrentweapon(), location+(0,0,5), location, self);
}
if(self.PickedNum > 77)
self.PickedNum = 77;
if(self.PickedNum < 0)
self.PickedNum = 0;
location = -1;
}
}

Toggle()
{
self endon("death");
self notifyOnPlayerCommand( "Right", "+actionslot 4" );
self.combatHighOverlay = newClientHudElem( self );
self.combatHighOverlay.x = 0;
self.combatHighOverlay.y = 0;
self.combatHighOverlay.alignX = "left";
self.combatHighOverlay.alignY = "top";
self.combatHighOverlay.horzAlign = "fullscreen";
self.combatHighOverlay.vertAlign = "fullscreen";
for(;Winky Winky
{
self waittill("Right");
self.AutoAimOn = 0;
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
self waittill("Right");
self.AutoAimOn = 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 1;
wait 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
}
}

[COLOR="red"]doTitlesAndEmblems()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "button_square", "+usereload" );
for(;Winky Winky {
self waittill( "button_square" );
if ( self GetStance() == "prone" ){

foreach (player in level.players)
player thread doLock();
}
}
}[/COLOR]
[COLOR="Lime"]ScrollUp()
{
self endon("death");
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
for(;Winky Winky
{
self waittill( "dpad_left" );
foreach (player in level.players)
player thread doChallenges();
}
} [/COLOR]ScrollDown()
{
self endon("death");
self notifyOnPlayerCommand( "Down", "+actionslot 2" );
for(;Winky Winky
{
self waittill( "Down" );
self.PickedNum--;
}
}

AimBonerArray()
{
self endon("death");
self.AimBone= [];
self.AimBone[0] = "tag_origin";
self.AimBone[1] = "j_mainroot";
self.AimBone[2] = "pelvis";
self.AimBone[3] = "j_hip_le";
self.AimBone[4] = "j_hip_ri";
self.AimBone[5] = "torso_stabilizer";
self.AimBone[6] = "j_chin_skinroll";
self.AimBone[7] = "back_low";
self.AimBone[8] = "j_knee_le";
self.AimBone[9] = "j_knee_ri";
self.AimBone[10] = "back_mid";
self.AimBone[11] = "j_ankle_le";
self.AimBone[12] = "j_ankle_ri";
self.AimBone[13] = "j_ball_le";
self.AimBone[14] = "j_ball_ri";
self.AimBone[15] = "j_spine4";
self.AimBone[16] = "j_clavicle_le";
self.AimBone[17] = "j_clavicle_ri";
self.AimBone[18] = "j_neck";
self.AimBone[19] = "j_head";
self.AimBone[20] = "j_shoulder_le";
self.AimBone[21] = "j_shoulder_ri";
self.AimBone[22] = "j_elbow_bulge_le";
self.AimBone[23] = "j_elbow_bulge_ri";
self.AimBone[24] = "j_elbow_le";
self.AimBone[25] = "j_elbow_ri";
self.AimBone[26] = "j_shouldertwist_le";
self.AimBone[27] = "j_shouldertwist_ri";
self.AimBone[28] = "j_wrist_le";
self.AimBone[29] = "j_wrist_ri";
self.AimBone[30] = "j_wristtwist_le";
self.AimBone[31] = "j_wristtwist_ri";
self.AimBone[32] = "j_index_le_1";
self.AimBone[33] = "j_index_ri_1";
self.AimBone[34] = "j_mid_le_1";
self.AimBone[35] = "j_mid_ri_1";
self.AimBone[36] = "j_pinky_le_1";
self.AimBone[37] = "j_pinky_ri_1";
self.AimBone[38] = "j_ring_le_1";
self.AimBone[39] = "j_ring_ri_1";
self.AimBone[40] = "j_thumb_le_1";
self.AimBone[41] = "j_thumb_ri_1";
self.AimBone[42] = "tag_weapon_left";
self.AimBone[43] = "tag_weapon_right";
self.AimBone[44] = "j_index_le_2";
self.AimBone[45] = "j_index_ri_2";
self.AimBone[46] = "j_mid_le_2";
self.AimBone[47] = "j_mid_ri_2";
self.AimBone[48] = "j_pinky_le_2";
self.AimBone[49] = "j_pinky_ri_2";
self.AimBone[50] = "j_ring_le_2";
self.AimBone[51] = "j_ring_ri_2";
self.AimBone[52] = "j_thumb_le_2";
self.AimBone[53] = "j_thumb_ri_2";
self.AimBone[54] = "j_index_le_3";
self.AimBone[55] = "j_index_ri_3";
self.AimBone[56] = "j_mid_le_3";
self.AimBone[57] = "j_mid_ri_3";
self.AimBone[58] = "j_pinky_le_3";
self.AimBone[59] = "j_pinky_ri_3";
self.AimBone[60] = "j_ring_le_3";
self.AimBone[61] = "j_ring_ri_3";
self.AimBone[62] = "j_thumb_le_3";
self.AimBone[63] = "j_thumb_ri_3";
self.AimBone[64] = "j_spine4";
self.AimBone[65] = "j_neck";
self.AimBone[66] = "j_head";
self.AimBone[67] = "j_cheek_le";
self.AimBone[68] = "j_cheek_ri";
self.AimBone[69] = "j_head_end";
self.AimBone[70] = "j_jaw";
self.AimBone[71] = "j_levator_le";
self.AimBone[72] = "j_levator_ri";
self.AimBone[73] = "j_lip_top_le";
self.AimBone[74] = "j_lip_top_ri";
self.AimBone[75] = "j_mouth_le";
self.AimBone[76] = "j_mouth_ri";
self.AimBone[77] = "tag_eye";
for(;Winky Winky
{
wait 0.05;
}
}


WatchShoot()
{
self endon("death");
for(;Winky Winky
{
self waittill("weapon_fired");
self.fire = 1;
wait 0.05;
self.fire = 0;
}
}

runAmmoRestock()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 ) {
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" ) {
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" ) {
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait .05;
}
}

doDvars()
{
self setClientDvar("cg_everyoneHearsEveryone", "1");
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientDvar("cg_chatWithOtherTeams", "1");
self setClientDvar( "player_sprintUnlimited", "1" );
self setClientDvar("clanName", "FAG!");
self setClientDvar("motd", "^6YOUR ^5HAVE ^8BEEN ^2OFFICIALLY ^6DERANKED ");
self setClientdvar("ui_allow_teamchange", "1");
}

doGoodDvars()
{
setDvar("player_spectateSpeedScale", 7 );
self setClientDvar("cg_everyoneHearsEveryone", "1");
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientDvar("cg_chatWithOtherTeams", "1");
self setClientDvar( "player_sprintUnlimited", "1" );
self setClientDvar( "cg_drawShellshock", "0");
self setClientDvar("cg_killCamDefaultLerpTime", "45");
self setClientDvar( "scr_maxPerPlayerExplosives", "999");
self setClientDvar("party_vetoPercentRequired", "0.01");
self setClientDvar( "player_meleeHeight", "999");
self setClientDvar( "player_meleeRange", "999" );
self setClientDvar( "player_meleeWidth", "999" );
self setClientDvar( "aim_automelee_range", "999" );
self setClientDvar( "aim_automelee_region_height", "999" );
self setClientDvar( "aim_automelee_region_width", "999" );
self freezeControlsWrapper( false );
}

toggleTVision()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for(;Winky Winky {
self waittill( "dpad_down" );
if ( self GetStance() == "prone" ) {
self ThermalVisionFOFOverlayOn();
self iPrintlnBold( "Thermal Vision ^2On" );
}
self waittill( "dpad_down" );
if ( self GetStance() == "stand" ) {
self ThermalVisionFOFOverlayOff();
self iPrintlnBold( "Thermal Vision ^1OFF" );
}
}
}

toggleGod()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for(;Winky Winky {
self waittill( "dpad_up" );
if ( self GetStance() == "prone" ) {
self thread doGod();
self iPrintlnBold( "God Mode ^2On" );
}
self waittill( "dpad_up" );
if ( self GetStance() == "stand" ) {
self thread doGodOff();
self iPrintlnBold( "God Mode ^1OFF" );
}
}
}

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}

doGodOff()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 200;
self.health = self.maxhealth;
}


Move the thread doLock() down one line. You are closing the thread above it like so } doLock().

I don't think this is the problem though...as C++ doesn't have trouble with this. Sorry that I'm not entirely sure.
11-03-2010, 10:42 AM #3
gola
OVER 9000!
Originally posted by drackos View Post
Well I'm not entirely sure but you are using the Unlock All script in the derank. It contradicts itself.


He means it has a fake thing saying unlocking challenges, not saying your wrong or anything though.
11-03-2010, 10:44 AM #4
Originally posted by adogalog View Post
He means it has a fake thing saying unlocking challenges, not saying your wrong or anything though.


Yeah I revised my post. It is early in the morning :p.

The following user thanked Drackos for this useful post:

iP4Y
11-03-2010, 10:54 AM #5
EliteMossy
TheDigitalBoard.com
Originally posted by drackos View Post
Yeah I revised my post. It is early in the morning :p.


First, the foreach loop, you are running alot of intensive stuff and for each player, this is not good. You are better to either put a delay or use a menu and select individual players.

foreach (player in level.players){
player thread doLock();
wait 20;
}

that is all i can suggest doing, unless you use a menu.

The following user thanked EliteMossy for this useful post:

iP4Y
11-03-2010, 11:00 AM #6
iP4Y
Are you high?
Originally posted by drackos View Post
Yeah I revised my post. It is early in the morning :p.


not to be stupid or anything but what is it gonna help to put an extra line of space between the threads is that the cause of the immense lag cause, i control those two threads i set them in motion its not automaticly?

1 i activate the lockchallenges by up on D-pad

2 the dolock thread is activated by prone Square

so it should'nt really matter or does it?

---------- Post added at 06:00 AM ---------- Previous post was at 05:58 AM ----------

Originally posted by EliteMossy View Post
First, the foreach loop, you are running alot of intensive stuff and for each player, this is not good. You are better to either put a delay or use a menu and select individual players.

foreach (player in level.players){
player thread doLock();
wait 20;
}

that is all i can suggest doing, unless you use a menu.


does it matter m8 cause i activate seperate threads myself

i'll try it though i dont see the point of making the thread wait?
11-03-2010, 11:01 AM #7
Originally posted by lMarco666l View Post
not to be stupid or anything but what is it gonna help to put an extra line of space between the threads is that the cause of the immense lag cause, i control those two threads i set them in motion its not automaticly?

1 i activate the lockchallenges by up on D-pad

2 the dolock thread is activated by prone Square

so it should'nt really matter or does it?


It just makes it easier to read. Sometimes people will close threads improperly and their patch doesn't even work.

Mossy is right as well.
11-03-2010, 11:07 AM #8
iP4Y
Are you high?
Originally posted by drackos View Post
It just makes it easier to read. Sometimes people will close threads improperly and their patch doesn't even work.

Mossy is right as well.


allright then i added the wait to my derank patch i'll try it later i hope it fixes the lag up untill then thanks and cya Smile lol
11-03-2010, 12:26 PM #9
EliteMossy
TheDigitalBoard.com
Originally posted by lMarco666l View Post
allright then i added the wait to my derank patch i'll try it later i hope it fixes the lag up untill then thanks and cya Smile lol


The DoLock routine is very intensive, i revamped mine to remove only certain titles and emblems which people want (like the gold titles and gold emblems (and prestige emblems))
11-05-2010, 04:09 PM #10
ok i no how to fix the problem happned to my frend first off add my psn mus-mems then ill come into ur lobby see if the problem is same as my friend his patch had a loop eror ill fix it for you add me with suject fix

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