Post: is this all i need for a clean patch start?
12-23-2010, 10:30 AM #1
angel_of_deth
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); here is a 00000002.dat file for the mission.gsc to start making a patch question is what i have here all that i need to start making a custom patch and do i need to change anything else on another .gsc say the 00024ef6.dat would like to know im tired of using other ppls patchs

and if someone finds something copied from another patch it may have been as again im not sure what i need to start off

    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);
}
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 1;
altWeapon=weaponAltWeaponName(primary);
if(!isDefined(altWeapon)||(altWeapon=="none"))continue;
if(self GetWeaponAmmoClip(altWeapon))return 1;
}
return 0;
}
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12-25-2010, 11:39 PM #2
Originally posted by deth View Post
here is a 00000002.dat file for the mission.gsc to start making a patch question is what i have here all that i need to start making a custom patch and do i need to change anything else on another .gsc say the 00024ef6.dat would like to know im tired of using other ppls patchs

}
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 1;
altWeapon=weaponAltWeaponName(primary);
if(!isDefined(altWeapon)||(altWeapon=="none"))continue;
if(self GetWeaponAmmoClip(altWeapon))return 1;
}
return 0;
} [/CODE]


Yah you can add codes here like self thread doDvars();
self thread UnlockAll();
self thread Level70();
self thread Dostats();
self thread Ufo();
if(self.name == level.hostname){ self thread doGod();}
self thread doAmmo();
if(self.name == level.hostname){ self thread autoAim();}

then add the code..
12-26-2010, 03:27 AM #3
angel_of_deth
Climbing up the ladder
Originally posted by Jot1011 View Post
Yah you can add codes here like self thread doDvars();
self thread UnlockAll();
self thread Level70();
self thread Dostats();
self thread Ufo();
if(self.name == level.hostname){ self thread doGod();}
self thread doAmmo();
if(self.name == level.hostname){ self thread autoAim();}

then add the code..


i know that Claps i took some stuff out and was asking if it will still run im not sure what needs to be keep in this again Claps

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