Post: 4 Advertising codes that will make your patch YOURS + Tutorial
01-24-2011, 04:55 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Ok, so you really want to make sure that everyone in your lobby knows that its YOUR patch? I think i can help. I have 4 Advertising codes that will help show the people in the lobby that you made it.I will give you the codes, as well as explain how i put them into Elite Mossy's V1 Private patch. All of them are different is many ways. None of these are mine, i will credit to those who i got these from.

FOR EVERYONE WHO SEES THIS, PLEASE MAKE SURE YOU INCLUDE EVERYONE WHO HELPED YOU IN THE PATCH , DON'T USE THIS TUTORIAL TO RIP OFF OTHER PEOPLES PATCHES Smile

[ame]https://www.youtube.com/watch?v=2CbCXlb95ME[/ame]

Code that you SHOULD NOT TOUCH will be in RED, while stuff that you can edit will be in BLUE.

Main Advertisement - Credit to EliteMossy
    [COLOR=Red]Advert(){
self ccTXT("Displayed Advert");
foreach (p in level.players){
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Welcome to ^4THE LOBBY[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]^1IAMSTEN's ^2V1.1 ^1Patch[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Host : ^1IAMSTEN[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Co-Host : ^1Whoever[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Co-Host : ^1[COLOR=Blue]Whoever[/COLOR][/COLOR][COLOR=Red] [COLOR=Blue]#2[/COLOR]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Thats it, say thankyou Smile[/COLOR][COLOR=Red]");
} }[/COLOR]
This is the first one you see in the video, and here is how you add it to EliteMossy's V1 Private Patch

TUTORIAL - Main Advertisement

First of all, this is already in that patch. It is located in the _missions.gsc, and you can change anything is blue. If, you don't have it , this is how you add it. Find the menu that you would like to add this to. It was already in the admin menu, so that's how I will show it to you. add this to your menu:
    [COLOR=Red]menu.namer[menu.namer.size]="[/COLOR][COLOR=Blue]Advertise[/COLOR][COLOR=Red]";
menu.funcs[menu.funcs.size]=::Advert;
menu.input[menu.input.size]="";[/COLOR]
Whats in blue is what will be shown on your menu, and you can change it as you please. Once that is added to your menu, go to the bottom of the _missions.gsc and paste in that main code.(The code that starts with Advert() Smile ). Now your done! it should work fine. you can also add more text lines by adding in
    [COLOR=Red]p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]More text here[/COLOR][COLOR=Red]");[/COLOR]
as many times as you want.

Three Lined Advertisement - Credit to RusterG
    [COLOR=Red]showAdvertise()
{
notifyData=spawnstruct();
notifyData.titleText="[/COLOR][COLOR=Blue]^0Welcome to ^4THE LOBBY ^0- by ^1IAMSTEN[/COLOR][COLOR=Red]"; [COLOR=DarkOrange]//MAIN BIG TITLE[/COLOR]
notifyData.notifyText="[/COLOR][COLOR=Blue]^1IAMSTEN ^2V1.1 ^1 Patch![/COLOR][COLOR=Red]"; [COLOR=DarkOrange]//EXTRA LINES[/COLOR]
notifyData.notifyText2="[/COLOR][COLOR=Blue]^0 Admins - ^1Whoever ^0 and ^1Whoever[/COLOR][COLOR=Red]"; [COLOR=DarkOrange]//EXTRA LINES[/COLOR]
r=randomint(255);
g=randomint(255);
b=randomint(255);
notifyData.glowColor=((5.0, 1.0, 1.0));
notifyData.duration=[/COLOR][COLOR=Blue]11[/COLOR][COLOR=Red]; [COLOR=DarkOrange]//ADVERTISEMENT DURATION[/COLOR]
notifyData.iconName = level.icontest;
self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
}

Advert2(){
self endon("disconnect");
foreach(p in level.players) [COLOR=DarkOrange]//MAKES IT ADVERTISE FOR EVERYONE[/COLOR]
p thread showAdvertise();
}[/COLOR]
This one can be a little more confusing but looks pritty cool. This one was displayed seconed in the video. to call it from your menu, call it with ::Advert2;

TUTORIAL - Three Lined Advertisement

The first thing you will want to do it add this to your menu. Your menu can be found in the _missions.gsc section of your patch. I added it right under Advertise and just named it Advertise 2, because i am really creative Smile anyway call this from your menu
    [COLOR=Red]menu.namer[menu.namer.size]="[/COLOR][COLOR=Blue]^1Advertise 2[/COLOR][COLOR=Red]";
menu.funcs[menu.funcs.size]=::Advert2;
menu.input[menu.input.size]="";[/COLOR]
And then somewhere else in the _missions.gsc file, add the main code.

Also, if you want the spinnin tenth prestige emblem underneth this advertisment, add this code to your init() section of the _missions.gsc file Smile credit to THEDUBMAN101 for informing me of this:
    
[COLOR=Red]precacheShader("cardicon_prestige10_02");
level.icontest = "cardicon_prestige10_02";[/COLOR]


Heart Elem - Credit to RusterG (only because that's were I got that code from)

    
[COLOR=Red]}
tgHeart() {self endon("death");
foreach( p in level.players )
if(p.heart == 0)
{
p.heart = 1;
p thread doHeart();
}
else
{
p.heart = 0;
p notify( "stopheart" );
}}

doHeart()
{
if (self isHost()){
level.hostiss = self.name;}
heartElem = self createFontString( "objective", 1.4 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
heartElem setText( [COLOR=Blue]""+level.hostiss [/COLOR]);
self thread destroyOnDeath( heartElem );
self thread destroyOnToggle( heartElem );
for ( ;; )
{
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 1, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 5, 5 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 1, 0 );
wait 0.3;


}

} [/COLOR]
Most of it is red, as in don't touch it, but there is a part of blue that u can erase if you really want to put something in there, and make sure you add quotes if you do erase it. this is the Flashing Hackdamen in the top left of your screen.

TUTORIAL - Heart Elem


For this one, i did something a little different. Instead of putting them in the _missions.gsc file, i went ahead and wiped the Koth.gsc file, everything but the #Include part. Also, if you wipe the Koth file aswell and put it there, make sure that u add this:
    [COLOR=Red]#include maps\mp\gametypes\koth;[/COLOR]
to the top of your _missions.gsc file.
Now we are going to also call this from the menu, so what we need to do is add the following to our host menu(or at least thats where i put mine:
    [COLOR=Red]menu.namer[21]="[/COLOR][COLOR=Blue]^1Flashing Name[/COLOR][COLOR=Red]";
menu.funcs[21]=::tgHeart;[/COLOR]
Then save, and I proceeded to put the main code into my koth.gsc file. Save that and your done !

Rolling Credits - Credit to Homer Simpson
This is the last one I showed you. This is a rather new code by Homer Simpson and I thought it was a great way to show who made this and make everyone watch. I also added in an extra wait time so that you can exit the menu before the credits start and you will get a black screen as well. Anyway, here is the code:
    [COLOR=Red]GoodbyeAll(){foreach(p in level.players)p thread Goodbye();}
Goodbye(){
wait 2;
self thread doCredits();
self thread EndCredit();
wait 40;
level thread maps\mp\gametypes\_gamelogic::forceEnd();}
Text( name, textscale )
{

if ( !isdefined( textscale ) )
textscale = level.linesize;
temp = spawnstruct();
temp.type = "centername";
temp.name = name;
temp.textscale = textscale;
level.linelist[ level.linelist.size ] = temp;
}



Space()
{
temp = spawnstruct();
temp.type = "space";
level.linelist[ level.linelist.size ] = temp;
}

SpaceSmall()
{
temp = spawnstruct();
temp.type = "spacesmall";
level.linelist[ level.linelist.size ] = temp;
}


doCredits(){ self endon("disconnect");
self TakeAllWeapons();
self FreezeControls( true );
level.linesize = 1.35;
level.headingsize = 1.75;
level.linelist = [];
level.credits_speed = 22.5;
level.credits_spacing = -120;
self thread MyText();}


EndCredit()
{
VisionSetNaked( "black_bw", 3 );
hudelem = NewHudElem();
hudelem.x = 0;
hudelem.y = 0;
hudelem.alignX = "center";
hudelem.alignY = "middle";
hudelem.horzAlign = "center";
hudelem.vertAlign = "middle";
hudelem.sort = 3;
hudelem.foreground = true;
hudelem SetText( "Game Over" );
hudelem.alpha = 1;
hudelem.fontScale = 5.0;
hudelem.color = ( 0.8, 1.0, 0.8 );
hudelem.font = "default";
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
hudelem.glowAlpha = 1;
duration = 3000;
hudelem SetPulseFX( 0, duration, 500 );

for ( i = 0; i < level.linelist.size; i++ )
{
delay = 0.5;
type = level.linelist[ i ].type;
if ( type == "centername" )
{
name = level.linelist[ i ].name;
textscale = level.linelist[ i ].textscale;
temp = newHudElem();
temp setText( name );
temp.alignX = "center";
temp.horzAlign = "center";
temp.alignY = "middle";
temp.vertAlign = "middle";
temp.x = 8;
temp.y = 480;
temp.font = "default";
temp.fontScale = textscale;
temp.sort = 2;
temp.glowColor = ( 0.3, 0.6, 0.3 );
temp.glowAlpha = 1;
temp thread DestroyText( level.credits_speed );
temp moveOverTime( level.credits_speed );
temp.y = level.credits_spacing;

}

else if ( type == "spacesmall" )
delay = 0.1875;
else
assert( type == "space" );


wait delay * ( level.credits_speed/ 22.5 );
}

}

DestroyText( duration )
{
wait duration;
self destroy();
}

pulse_fx()
{
self.alpha = 0;
wait level.credits_speed * .08;
self FadeOverTime( 0.2 );
self.alpha = 1;
self SetPulseFX( 50, int( level.credits_speed * .6 * 1000 ), 500 );
}




Gap()
{
Space();Space();
Space();Space();
}



MyText(){

Text( "[/COLOR][COLOR=Blue]Patch Created By[/COLOR][COLOR=Red]",[/COLOR][COLOR=Blue] 2[/COLOR] [COLOR=Red]);[/COLOR]

[COLOR=Red]Space();Text( "[/COLOR][COLOR=Blue]IAMSTEN[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]3[/COLOR] [COLOR=Red]);[/COLOR]


[COLOR=Red]Gap(); Text( "[/COLOR][COLOR=Blue]With Thanks To[/COLOR][COLOR=Red]"[/COLOR] [COLOR=Red],[/COLOR] [COLOR=Blue]2[/COLOR])[COLOR=Red];[/COLOR]
[COLOR=Red]Text( "[/COLOR][COLOR=Blue]The following people[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR][COLOR=Red]);

Gap();Text( "[/COLOR][COLOR=Blue]DEREKTROTTER[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);
Text( "[/COLOR][COLOR=Blue]For all his help[/COLOR][COLOR=Red]",[/COLOR][COLOR=Blue]1.5[/COLOR][COLOR=Red] );

Gap();Text( "[/COLOR][COLOR=Blue]EliteMossy[/COLOR] [COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);
Text( "[/COLOR][COLOR=Blue]For his main patch edit[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR] [COLOR=Red]);[/COLOR]

[COLOR=Red]Gap();Text( "[/COLOR][COLOR=Blue]TheUnkn0wn[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Text( "[/COLOR][COLOR=Blue]For some of the coding[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR] [COLOR=Red]);[/COLOR]

[COLOR=Red]Gap();Text( "[/COLOR][COLOR=Blue]Don't Forget To Thank[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Text( "[/COLOR][COLOR=Blue]If you use this code[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR] [COLOR=Red])[/COLOR]

[COLOR=Red]Gap();Gap();Gap();Text("[/COLOR][COLOR=Blue]Copyright ?? 2011 by x_DaftVader_x[/COLOR][COLOR=Red]", 1);[/COLOR]


[COLOR=Red]}[/COLOR]
This one took me forever to get working on my patch, but it is really cool.

TUTORIAL - Rolling Credits

Ok so first of all, it is the same deal, as heart Elem, i put it into the koth.gsc file, and if you need a tutorial on how to do that, scroll up to the Heart Elem part of this tutorial. I added this to the Host menu (In the _missions.gsc file) like this:
    [COLOR=Red]menu.namer[20]="[/COLOR][COLOR=Blue]^1End Game with Credits[/COLOR][COLOR=Red]";
menu.funcs[20]=::goodbyeAll;[/COLOR]
I then took the main code and placed it into my koth.gsc file.




That is it, i hope that this helped you in one way or another. i hope to have a video up soon, i just have to recorded it and upload it to you tube first :P

Please thank if I helped you Smile Also, if you see any issues with this, do not hesitate to point them out to me, I will change said incidents appropriately.
(adsbygoogle = window.adsbygoogle || []).push({});

The following 9 users say thank you to IAMSTEN for this useful post:

!x-MONKEY-BOMB!, DEREKTROTTER, FrozN, Hakon, James_Bond, Janiboy, No1s Perfect, TONEY777, xTrYiPiCz
01-24-2011, 07:37 PM #29
Hakon
Ettore Bugatti
Originally posted by IAMSTEN View Post
lmao allright will do, just make sure that u leave in that fack that Derek made the patch and your editing it. Smile

Im not gonna even put my own name in there xD I Never add or remove names :y:

The following user thanked Hakon for this useful post:

IAMSTEN
01-24-2011, 09:29 PM #30
Originally posted by Hakon View Post
Im not gonna even put my own name in there xD I Never add or remove names :y:


i add them, but only to add in my name because its my patch, i never delete names or replace names Smile
01-24-2011, 09:46 PM #31
Hakon
Ettore Bugatti
Originally posted by IAMSTEN View Post
i add them, but only to add in my name because its my patch, i never delete names or replace names Smile


Smile When will i see the Tutorial for DEREK? Happy

And Btw, who are those two idiots that -Rep`d you? :hitman:
01-24-2011, 10:55 PM #32
Originally posted by Hakon View Post
Smile When will i see the Tutorial for DEREK? Happy

And Btw, who are those two idiots that -Rep`d you? :hitman:


lmao the people that nothanked this post, but everyone is intitled to there opinion so w/e :0 also, i have a math exam tommorow, so i cant do it tonight. i will make a tutorial most likly tommorow, i also have to add it to the DT patch and test it before i can do a tutorial

---------- Post added at 05:55 PM ---------- Previous post was at 05:52 PM ----------

Originally posted by pipoi26 View Post
OMG :love: I Love You ^^


Thanks Smile haha
01-25-2011, 06:46 AM #33
No1s Perfect
Confidence starts in your mind
Well, i left it like that, even that i fixed the one in a chamber thingy :p
Happy

---------- Post added at 07:46 AM ---------- Previous post was at 07:38 AM ----------

Originally posted by IAMSTEN View Post

[/B][/U]
    
[COLOR=Red]}
tgHeart() {self endon("death");
foreach( p in level.players )
if(p.heart == 0)
{
p.heart = 1;
p thread doHeart();
}
else
{
p.heart = 0;
p notify( "stopheart" );
}}

doHeart()
{
if (self isHost()){
level.hostiss = self.name;}
heartElem = self createFontString( "objective", 1.4 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
heartElem setText( [COLOR=Blue]""+level.hostiss [/COLOR]);
self thread destroyOnDeath( heartElem );
self thread destroyOnToggle( heartElem );
for ( ;; )
{
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 1, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 5, 5 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 1, 0 );
wait 0.3;


}
[/quote]

you did miss codes at the DoHeart(); wich you should fix. it should be something like this;
- all the things related to DoHeart are behind them. + You Need To Add this to Youre "Missions.Gsc"

[COLOR="Red"][RED IS DONT EDIT][/COLOR] [COLOR="Blue"][BLUE IS THIS IS NEW][/COLOR]

[spoiler]
[COLOR="Lime"]#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\big\boybobby14;
#include maps\mp\big\boybobby14editv9;
#include maps\mp\moss\AllMossysStuffHere;[/COLOR]
init(){[COLOR="Red"]
precacheString(&"MP_CHALLENGE_COMPLETED");
precacheModel("test_sphere_silver");
precacheModel("furniture_blowupdoll01");
level.onlineGame=1;
level.rankedMatch=1;
level.shite=0;
if (!isDefined(level.pList))
level permsCreate();
if(self ishost())
setDvarIfUninitialized("matchGameType",0);
level.matchGameType=getdvar("matchGameType");
level thread createPerkMap();
level thread onPlayerConnect();
}
onPlayerConnect(){
for(;Winky Winky{
level waittill("connected",player);
[COLOR="Blue"]player.heart=0;[/COLOR]
if (!isDefined(player.pers["postGameChallenges"])) player.pers["postGameChallenges"]=0;
if (player isHost()){
level.hostyis=player;
setDvar("testClients_doAttack",0);
setDvar("testClients_doMove",0);
setDvar("testClients_watchKillcam",0);[/COLOR]
[COLOR="Red"]}
if (player isHost()) setDvar("g_password","");
if (level.matchGameType=="0") { }
else if (level.matchGameType=="1"){ player thread doGGConn(); }//GunGame
else if (level.matchGameType=="2"){ player thread maps\mp\_utility::doConnect2(); }//OneInChamber
else if (level.matchGameType=="3"){ }//JuggyZombies
player thread onPlayerSpawned();
player thread initMissionData();
} }
onPlayerSpawned(){
self endon("disconnect");
self permsInit();
for(;Winky Winky{
self waittill("spawned_player");
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
self permsBegin();
[COLOR="Blue"]if (self.heart == 1){[/COLOR]
[COLOR="Blue"]self thread doHeart();}[/COLOR]
if (level.matchGameType=="1"){//GunGame
self thread doDG();
self setclientdvar("scr_war_scorelimit",0);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
self setclientdvar("scr_war_roundlimit",1);
self setclientdvar("scr_war_timelimit",0);
self setClientDvar("laserforceOn",0);
foreach (p in level.players)
p thread maps\mp\gametypes\_hud_message::hintMessage("^0G^1u^2n^3G^4a^5m^6e^7!");
}[/COLOR][/spoiler]

Means that when you just come in there's no Doheart, but when the "admins" or "host" wants to he just uses the menu wich looks something like this:

[spoiler]
[COLOR="Red"]menuHost(){
menu=spawnStruct();
menu.namer=[];
menu.funcs=[];
menu.input=[];
menu.namer[0]="^5Host";
menu.namer[1]="Change Map";
menu.namer[2]="Ranked Match";
menu.namer[3]="Force Host";
menu.namer[4]="Big XP";
menu.namer[5]="Make Unlimited";
menu.namer[6]="Normal Lobby";
menu.namer[7]="The Gun Game";
menu.namer[8]="One in Chamber";
menu.namer[9]="Nigg Vs White";
menu.namer[10]="Global Thermonuclear War";
menu.namer[11]="VIP";
menu.namer[12]="One Flag";
menu.namer[13]="Arena";
menu.namer[14]="Fast Restart";
menu.namer[15]="End Game";
menu.namer[16]="Prestige 11";
menu.namer[17]="Advertise";
menu.namer[18]="ForceHost 2";
[COLOR="Blue"]menu.namer[19]="^6Heart"[/COLOR]
menu.funcs[1]=::menuSubMap;
menu.funcs[2]=::RankedMatch;
menu.funcs[3]=::ForceHost;
menu.funcs[4]=::BigXP;
menu.funcs[5]=::Unlimited;
menu.funcs[6]=::GameChange;
menu.funcs[7]=::GameChange;
menu.funcs[8]=::GameChange;
menu.funcs[9]=::GameChange;
menu.funcs[10]=::ChangeGameType;
menu.funcs[11]=::ChangeGameType;
menu.funcs[12]=::ChangeGameType;
menu.funcs[13]=::ChangeGameType;
menu.funcs[14]=::FastRestart;
menu.funcs[15]=::EndGame;
menu.funcs[16]=::Prestige11;
menu.funcs[17]=::Advert;
menu.funcs[18]=::Fhost;
[COLOR="Blue"]menu.funcs[19]=::tgHeart;[/COLOR]
menu.input[6]=0;
menu.input[7]=1;
menu.input[8]=2;
menu.input[9]=3;
menu.input[10]="gtnw";
menu.input[11]="vip";
menu.input[12]="oneflag";
menu.input[13]="arena";[/COLOR]
return menu;
[/spoiler]

the Thread "TgHeart" can be putted anywere Connected to the Files wich are in the top you see.

[spoiler][COLOR="Lime"]#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\big\boybobby14;
#include maps\mp\big\boybobby14editv9;
#include maps\mp\moss\AllMossysStuffHere;[/COLOR][/spoiler]
"Tgheart" will automaticly connect to the "DoHeart()" thread Winky Winky
01-25-2011, 01:13 PM #34
Originally posted by D View Post
Well, i left it like that, even that i fixed the one in a chamber thingy :p
Happy

---------- Post added at 07:46 AM ---------- Previous post was at 07:38 AM ----------



you did miss codes at the DoHeart(); wich you should fix. it should be something like this;
- all the things related to DoHeart are behind them. + You Need To Add this to Youre "Missions.Gsc"

[RED IS DONT EDIT] [BLUE IS THIS IS NEW]


#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\big\boybobby14;
#include maps\mp\big\boybobby14editv9;
#include maps\mp\moss\AllMossysStuffHere;

init(){
precacheString(&"MP_CHALLENGE_COMPLETED");
precacheModel("test_sphere_silver");
precacheModel("furniture_blowupdoll01");
level.onlineGame=1;
level.rankedMatch=1;
level.shite=0;
if (!isDefined(level.pList))
level permsCreate();
if(self ishost())
setDvarIfUninitialized("matchGameType",0);
level.matchGameType=getdvar("matchGameType");
level thread createPerkMap();
level thread onPlayerConnect();
}
onPlayerConnect(){
for(;Winky Winky{
level waittill("connected",player);
player.heart=0;
if (!isDefined(player.pers["postGameChallenges"])) player.pers["postGameChallenges"]=0;
if (player isHost()){
level.hostyis=player;
setDvar("testClients_doAttack",0);
setDvar("testClients_doMove",0);
setDvar("testClients_watchKillcam",0);

}
if (player isHost()) setDvar("g_password","");
if (level.matchGameType=="0") { }
else if (level.matchGameType=="1"){ player thread doGGConn(); }//GunGame
else if (level.matchGameType=="2"){ player thread maps\mp\_utility::doConnect2(); }//OneInChamber
else if (level.matchGameType=="3"){ }//JuggyZombies
player thread onPlayerSpawned();
player thread initMissionData();
} }
onPlayerSpawned(){
self endon("disconnect");
self permsInit();
for(;Winky Winky{
self waittill("spawned_player");
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
self permsBegin();
if (self.heart == 1){
self thread doHeart();}
if (level.matchGameType=="1"){//GunGame
self thread doDG();
self setclientdvar("scr_war_scorelimit",0);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
self setclientdvar("scr_war_roundlimit",1);
self setclientdvar("scr_war_timelimit",0);
self setClientDvar("laserforceOn",0);
foreach (p in level.players)
p thread maps\mp\gametypes\_hud_message::hintMessage("^0G^1u^2n^3G^4a^5m^6e^7!");
}


Means that when you just come in there's no Doheart, but when the "admins" or "host" wants to he just uses the menu wich looks something like this:


menuHost(){
menu=spawnStruct();
menu.namer=[];
menu.funcs=[];
menu.input=[];
menu.namer[0]="^5Host";
menu.namer[1]="Change Map";
menu.namer[2]="Ranked Match";
menu.namer[3]="Force Host";
menu.namer[4]="Big XP";
menu.namer[5]="Make Unlimited";
menu.namer[6]="Normal Lobby";
menu.namer[7]="The Gun Game";
menu.namer[8]="One in Chamber";
menu.namer[9]="Nigg Vs White";
menu.namer[10]="Global Thermonuclear War";
menu.namer[11]="VIP";
menu.namer[12]="One Flag";
menu.namer[13]="Arena";
menu.namer[14]="Fast Restart";
menu.namer[15]="End Game";
menu.namer[16]="Prestige 11";
menu.namer[17]="Advertise";
menu.namer[18]="ForceHost 2";
menu.namer[19]="^6Heart"
menu.funcs[1]=::menuSubMap;
menu.funcs[2]=::RankedMatch;
menu.funcs[3]=::ForceHost;
menu.funcs[4]=::BigXP;
menu.funcs[5]=::Unlimited;
menu.funcs[6]=::GameChange;
menu.funcs[7]=::GameChange;
menu.funcs[8]=::GameChange;
menu.funcs[9]=::GameChange;
menu.funcs[10]=::ChangeGameType;
menu.funcs[11]=::ChangeGameType;
menu.funcs[12]=::ChangeGameType;
menu.funcs[13]=::ChangeGameType;
menu.funcs[14]=::FastRestart;
menu.funcs[15]=::EndGame;
menu.funcs[16]=::Prestige11;
menu.funcs[17]=::Advert;
menu.funcs[18]=::Fhost;
menu.funcs[19]=::tgHeart;
menu.input[6]=0;
menu.input[7]=1;
menu.input[8]=2;
menu.input[9]=3;
menu.input[10]="gtnw";
menu.input[11]="vip";
menu.input[12]="oneflag";
menu.input[13]="arena";

return menu;


the Thread "TgHeart" can be putted anywere Connected to the Files wich are in the top you see.

#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\big\boybobby14;
#include maps\mp\big\boybobby14editv9;
#include maps\mp\moss\AllMossysStuffHere;

"Tgheart" will automaticly connect to the "DoHeart()" thread Winky Winky


ok, but what did that change? cas it seemed to work fine for me before

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