Post: BETA RELEASE:Full Missions.gsc Death Machine
12-18-2010, 02:49 PM #1
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Gizmo
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After releasing my Simple death machine code in another thread, I got a couple of messages over the PSN and via private message for me to put the Death machine into a Missions .gsc
Changed it so that the minigun is on the DPAD RIGHT
All the other BINDS are for UFO, Challenges and Level 70
Heres the code, its not compressed into a patch yet, but I can do that if anyone needs me to.

Which ever one people find the most effective, I will put into a mossy patch.

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

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
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();

player.permText = player createFontString( "objective", 1.3 );
player.permText setPoint( "TOPRIGHT", "TOPRIGHT", -10, 30 + 10 );
player.permText setText("VISIT NGU ");
player setClientDvar( "motd","Please Leave Feedback."); player thread doHelp();
player.helpElem = player createFontString( "objective", 1.3 );
player.helpElem setPoint( "TOPRIGHT", "TOPRIGHT", -10, 30 + 260 );

}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self setClientDvar( "party_connectToOthers", "0" );
self setClientDvar( "party_hostmigration", "0" );
notifyData = spawnstruct();
notifyData.titleText = "";
notifyData.notifyText = "Thanks To Mossy";
notifyData.notifyText2 = "^6Made For NGU";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );

self thread dpadUp();
self thread dpadDown();
self thread dpadLeft();
self thread dpadRight();

}
}
doHelp()
{
self endon ( "disconnect" );
while ( 1 )
{
self.helpElem setText("^6Press [{+actionslot 1}] For Rank 70");
wait 5.0;
self.helpElem setText("^5Press [{+actionslot 2}] For Unlock All");
wait 5.0;
self.helpElem setText("^6Press [{+actionslot 3}] For UFO Mode");
wait 5.0;
self.helpElem setText("^5Press [{+actionslot 4}] For Minigun");
wait 5.0;
}
}
False

dpadUp()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self setPlayerData( "experience", 2516000 );
self iPrintlnBold("^0You Will Be ^6Rank 70 ^0When You Leave The Game!");
}
}

dpadDown()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_down" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
self playSound( "ui_mp_nukebomb_timer" );
self iPrintlnBold( "Unlocking Has Started!" );
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 );
}
notifyData = spawnstruct();
notifyData.titleText = "^1Boom!";
notifyData.notifyText = "^2Unlock All Completed";
notifyData.sound = "nuke_explosion";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );

}
}

dpadLeft()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
maps\mp\gametypes\_spectating::setSpectatePermissions();
for ( ;; )
{
self waittill( "dpad_left" );
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("dpad_left");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}

dpadRight()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );
doGiveWeapon()
{
self endon("disconenct");
self endon("death");

self takeAllWeapons();
self setclientdvar("player_sustainAmmo", "1");
self _setperk("specialty_bulletaccuracy");
self setClientDvar("perk_weapSpreadMultiplier", 0.20);
self giveWeapon ( "m240_grip_heartbeat_mp", 0 );
allowADS(false);

{
self waittill( "weapon_fired" );
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}

GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
}
}

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;
}
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The following user thanked Gizmo for this useful post:

LightModz
12-18-2010, 03:14 PM #2
QsM
Do a barrel roll!
Oh Thanx M8
12-18-2010, 03:33 PM #3
Bit of a grand thread title for a patch with just a modded gun in it Smile
12-18-2010, 03:37 PM #4
Default Avatar
Gizmo
Guest
Originally posted by Homer
Bit of a grand thread title for a patch with just a modded gun in it Smile


Lol yeh I know, but last time I made a thread people moaned that it wasnt clear, so, i made it clear :p
And anyway, this is just so people who want to see what its like can have a go, im going to be putting this into a mossy patch and removing the jetpack once i decide which version I like the best Winky Winky
12-18-2010, 03:49 PM #5
Originally posted by 95 View Post
Lol yeh I know, but last time I made a thread people moaned that it wasnt clear, so, i made it clear :p
And anyway, this is just so people who want to see what its like can have a go, im going to be putting this into a mossy patch and removing the jetpack once i decide which version I like the best Winky Winky


I do like the modded guns, try a Fal with fall camo and a "ac130_40mm_mp" magic bullet ...

or dereks spas with a 105mm. Dancing
12-18-2010, 03:55 PM #6
Default Avatar
Gizmo
Guest
Originally posted by Homer
I do like the modded guns, try a Fal with fall camo and a "ac130_40mm_mp" magic bullet ...

or dereks spas with a 105mm. Dancing


Yea, thats what I was thinking, adding a gun menu to the patch Smile
I think stingers and javelins count as magic bullets as well, so I may make a Model 1887 akimbo shoot Stingers Happy
But im not sure if magic's work on akimbos?
Also, I think im going to try FAL akimbo's with 105 shells
12-18-2010, 07:26 PM #7
Pr3ttyroyswag
Bounty hunter
theres alrdy a Kimbo Model tht Shoots Stinger
12-18-2010, 10:02 PM #8
Default Avatar
Gizmo
Guest
Originally posted by Pr3ttyroyswag View Post
theres alrdy a Kimbo Model tht Shoots Stinger


Care to share it with me ? Ive never seen it in my life...
12-18-2010, 10:11 PM #9
ImTrippinHoes
Vault dweller
Originally posted by 95 View Post
Care to share it with me ? Ive never seen it in my life...


i think his talking about the super models from derek trotters thread but they shoot rpg bullets
12-18-2010, 10:13 PM #10
ill try it in my patch

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