Post: challenge code question
01-31-2011, 04:40 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); What is the code for a challenge completion? not the one with progress bar, i mean the old fashioned way where it tells you what challenge is completed on your screen. like this video

[ame=https://www.youtube.com/watch?v=8qHJb2U4IoU]YouTube - Free ~ Hacked ~ Mw2 ~ Challenge Lobby ~ Gold Deagle[/ame]
better video
[ame="https://www.youtube.com/watch?v=mLV-EWAkMdY"]https://www.youtube.com/watch?v=mLV-EWAkMdY[/ame]
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01-31-2011, 09:05 PM #2
quick qeustion would it be located in the _rank file or _missions?
01-31-2011, 09:15 PM #3
EliteMossy
TheDigitalBoard.com
It is in _missions.gsc
01-31-2011, 09:28 PM #4
Originally posted by TheEliteMossy View Post
It is in _missions.gsc


what is the code for it?
not the one with progress bar.
01-31-2011, 09:56 PM #5
EliteMossy
TheDigitalBoard.com
Look at the bottom of a full _missions.gsc.
01-31-2011, 10:14 PM #6
Originally posted by TheEliteMossy View Post
Look at the bottom of a full _missions.gsc.


i see this
    completeAllChallenges( percentage )
{
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 ( percentage != 1.0 )
{
finalTarget--;
finalTier--;
}

if ( self isItemUnlocked( challengeRef ) || percentage == 1.0 )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}

wait ( 0.05 );
}

println( "Done unlocking challenges" );
}
#/

monitorProcessChallenge()
{
self endon( "disconnect" );
level endon( "game_end" );

for( ;; )
{
if( !mayProcessChallenges() )
return;

self waittill( "process", challengeName );
self processChallenge( challengeName );
}
}

monitorKillstreakProgress()
{
self endon( "disconnect" );
level endon( "game_end" );

for( ;; )
{
self waittill ( "got_killstreak", streakCount );

//for scr_givkillstreak
if( !isDefined( streakCount ) )
continue;

if ( streakCount == 10 && self.killstreaks.size == 0 )
self processChallenge( "ch_theloner" );
else if ( streakCount == 9 )
{
if ( isDefined( self.killstreaks[7] ) && isDefined( self.killstreaks[8] ) && isDefined( self.killstreaks[9] ) )
{
self processChallenge( "ch_6fears7" );
}
}
}
}


monitorKilledKillstreak()
{
self endon( "disconnect" );
level endon( "game_end" );

for( ;; )
{
self waittill( "destroyed_killstreak", weapon );

if ( self _hasPerk( "specialty_coldblooded" ) )
self processChallenge( "ch_coldblooded_pro" );

if ( isDefined( weapon ) && weapon == "stinger_mp" )
{
self processChallenge( "ch_marksman_stinger" );
self processChallenge( "pr_marksman_stinger" );
}
}
}


genericChallenge( challengeType, value )
{
switch ( challengeType )
{
case "hijacker_airdrop":
self processChallenge( "ch_smoothcriminal" );
break;
case "hijacker_airdrop_mega":
self processChallenge( "ch_poolshark" );
break;
case "wargasm":
self processChallenge( "ch_wargasm" );
break;
case "weapon_assault":
self processChallenge( "ch_surgical_assault" );
break;
case "weapon_smg":
self processChallenge( "ch_surgical_smg" );
break;
case "weapon_lmg":
self processChallenge( "ch_surgical_lmg" );
break;
case "weapon_sniper":
self processChallenge( "ch_surgical_sniper" );
break;
case "shield_damage":
self processChallenge( "ch_shield_damage", value );
break;
case "shield_bullet_hits":
self processChallenge( "ch_shield_bullet", value );
break;
case "shield_explosive_hits":
self processChallenge( "ch_shield_explosive", value );
break;
}
}

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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