Post: [NEW] Pick a Number Game!
12-13-2012, 04:57 AM #1
Master Ro
I make food
(adsbygoogle = window.adsbygoogle || []).push({}); Hey Guys, I have something pretty cool to show you today!

Well, I got the idea today, and I worked on it for about 15 - 20 minutes.

It looks like a Menu, but it's all in one function (except for button handling & createNumRectangle Functions ).

For People who are interested:

This is all one text string

I have made a variable that stores a random integer between 1 and 25. You have 5
Chances to guess this integer, and if you are close, the Mod will give you hints. People can do fun things with this, like making it a way of getting verification. Anyways, here is the Vid:



Mod Code:
    
PickANumba()
{
self endon("disconnect");
self thread NumFuncButts();
wait 1;
//Set up our vars
self.PickNum = true;
self freezeControls( true );
self.num[ "Shad" ] = [];
string = "";
self.numberCurs = 0;
tries = 0;
self.triesText = [];
self.numberText = [];
self.numRemember = randomint(25);
Maximum = 25;
for( i = 0; i < Maximum + 1; i++ )
{
string += i + "\n";
}
self.numberText = self createFontString( "objective", 1.1 );
self.numberText setPoint( "CENTER", "TOP", 0, 50 );
self.numberText setText( string );
self.numberText.alpha = 1;
self.numberText.sort = 10000;
self.numberText.color = (1, 1, 1);
self.triesText = self createFontString( "hudsmall", 1.1 );
self.triesText setPoint( "CENTER", "TOP", 200, 50 );
self.triesText setText( "Number Of Tries: " + tries );
self.triesText.alpha = 1;
self.triesText.sort = 10000;
self.triesText.color = (1, 0, 0);
self.num[ "Shad" ][ "Scroller" ] = createNumRectangle( "CENTER", "TOP", 0, 50, "white", 200, 16, ( 0, 0, 0 ), 1, 1212 );
self.num[ "Shad" ][ "BG" ] = createNumRectangle( "CENTER", "CENTER", 0, 0, "white", 200, 720, ( 0, 0, 0 ), 0.6, 1212 );
while( self.PickNum )
{
self.num[ "Shad" ][ "Scroller" ].y = ( self.numberCurs * 13.2 ) + 50;
self waittill( "buttonPress", button );
if( button == "Up" )
{
self.numberCurs--;
if( self.numberCurs < 0 ) self.numberCurs = Maximum;
}
if( button == "Down" )
{
self.numberCurs++;
if( self.numberCurs > Maximum ) self.numberCurs = 0;
}
if( button == "A" )
{
tries++;
self.triesText setText( "Number Of Tries: " + tries );
if( tries == 5 )
{
self iPrintLnBold( "Your Tries are Over!" );
self.PickNum = false;
self freezeControls( false );
self.num[ "Shad" ][ "Scroller" ] destroy();
self.num[ "Shad" ][ "BG" ] destroy();
}
if( self.numberCurs == self.numRemember )
{
self iPrintLnBold( "Correct, You May Leave!" );
self.PickNum = false;
self freezeControls( false );
self.num[ "Shad" ][ "Scroller" ] destroy();
self.num[ "Shad" ][ "BG" ] destroy();
}
if( self.numberCurs == self.numRemember + 1 || self.numberCurs == self.numRemember - 1 )
{
self iPrintLnBold( "You Are Soooo Freaking Close" );
}
if( self.numberCurs == self.numRemember + 3 || self.numberCurs == self.numRemember - 3 )
{
self iPrintLnBold( "You are within 3 of the number" );
}
if( self.numberCurs != self.numRemember )
{
self iPrintLnBold( "^1Wrong, Try Again!" );
}
}
}
self.numberText destroy();
self.triesText destroy();
}


YOU ALSO NEED THESE EXTRA FUNCTIONS:
    
/*
=======================
Button Handling Begin
=======================
*/
NumFuncButts()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+reload,B|+stance,Y|weapnext,A|+gostand,LS|+br eath_sprint,RS|+melee,LB|+smoke,RB|+frag,R1|+attac k", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread NumFuncButtsActions(btn[0], btn[1]);
}
}

//monitorActions function. Our arguments are button and action
NumFuncButtsActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;Winky Winky
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/

createNumRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}


If you cannot figure this out, here is my whole GSC:

    

#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();
}

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 iPrintLn( "Pick A Number" );
self thread PickANumba();
}
}


/*
=======================
Button Handling Begin
=======================
*/
NumFuncButts()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+reload,B|+stance,Y|weapnext,A|+gostand,LS|+br eath_sprint,RS|+melee,LB|+smoke,RB|+frag,R1|+attac k", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread NumFuncButtsActions(btn[0], btn[1]);
}
}

//monitorActions function. Our arguments are button and action
NumFuncButtsActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;Winky Winky
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/

PickANumba()
{
self endon("disconnect");
self thread NumFuncButts();
wait 1;
//Set up our vars
self.PickNum = true;
self freezeControls( true );
self.num[ "Shad" ] = [];
string = "";
self.numberCurs = 0;
tries = 0;
self.triesText = [];
self.numberText = [];
self.numRemember = randomint(25);
Maximum = 25;
for( i = 0; i < Maximum + 1; i++ )
{
string += i + "\n";
}
self.numberText = self createFontString( "objective", 1.1 );
self.numberText setPoint( "CENTER", "TOP", 0, 50 );
self.numberText setText( string );
self.numberText.alpha = 1;
self.numberText.sort = 10000;
self.numberText.color = (1, 1, 1);
self.triesText = self createFontString( "hudsmall", 1.1 );
self.triesText setPoint( "CENTER", "TOP", 200, 50 );
self.triesText setText( "Number Of Tries: " + tries );
self.triesText.alpha = 1;
self.triesText.sort = 10000;
self.triesText.color = (1, 0, 0);
self.num[ "Shad" ][ "Scroller" ] = createNumRectangle( "CENTER", "TOP", 0, 50, "white", 200, 16, ( 0, 0, 0 ), 1, 1212 );
self.num[ "Shad" ][ "BG" ] = createNumRectangle( "CENTER", "CENTER", 0, 0, "white", 200, 720, ( 0, 0, 0 ), 0.6, 1212 );
while( self.PickNum )
{
self.num[ "Shad" ][ "Scroller" ].y = ( self.numberCurs * 13.2 ) + 50;
self waittill( "buttonPress", button );
if( button == "Up" )
{
self.numberCurs--;
if( self.numberCurs < 0 ) self.numberCurs = Maximum;
}
if( button == "Down" )
{
self.numberCurs++;
if( self.numberCurs > Maximum ) self.numberCurs = 0;
}
if( button == "A" )
{
tries++;
self.triesText setText( "Number Of Tries: " + tries );
if( tries == 5 )
{
self iPrintLnBold( "Your Tries are Over!" );
self.PickNum = false;
self freezeControls( false );
self.num[ "Shad" ][ "Scroller" ] destroy();
self.num[ "Shad" ][ "BG" ] destroy();
}
if( self.numberCurs == self.numRemember )
{
self iPrintLnBold( "Correct, You May Leave!" );
self.PickNum = false;
self freezeControls( false );
self.num[ "Shad" ][ "Scroller" ] destroy();
self.num[ "Shad" ][ "BG" ] destroy();
}
if( self.numberCurs == self.numRemember + 1 || self.numberCurs == self.numRemember - 1 )
{
self iPrintLnBold( "You Are Soooo Freaking Close" );
}
if( self.numberCurs == self.numRemember + 3 || self.numberCurs == self.numRemember - 3 )
{
self iPrintLnBold( "You are within 3 of the number" );
}
if( self.numberCurs != self.numRemember )
{
self iPrintLnBold( "^1Wrong, Try Again!" );
}
}
}
self.numberText destroy();
self.triesText destroy();
}

createNumRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

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 true;
altWeapon = weaponAltWeaponName(primary);
if(!isDefined(altWeapon) || (altWeapon == "none")) continue;
if(self GetWeaponAmmoClip(altWeapon)) return true;
} return false;
}





CREDITS:

rothebeast
CraigChrist8239 & Kbrizzle
PREMIER-GAMER
ITheFallenI
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The following 2 users say thank you to Master Ro for this useful post:

ohhImpreza, Vanz
12-13-2012, 05:09 AM #2
.NINK.
Can’t trickshot me!
I would give them one try You must login or register to view this content. A 1/25 chance every time is fair, right? Lol.

The following user thanked .NINK. for this useful post:

Master Ro
12-13-2012, 06:49 AM #3
ohhImpreza
Bounty hunter
It could be a beast gamemode if you get a 3 kill streak you get access to that and then different codes could unlock different things. so if you clicked 21 you unlocked unlimited ammo etc. Smile
12-13-2012, 09:33 PM #4
Master Ro
I make food
Originally posted by pistolmad99 View Post
It could be a beast gamemode if you get a 3 kill streak you get access to that and then different codes could unlock different things. so if you clicked 21 you unlocked unlimited ammo etc. Smile


Maybe Somebody can make a GameMode like that :p
12-14-2012, 01:56 AM #5
Vanz
Z32 Love <3
Great idea: Somebody makes a game-mode out of this, if they guess a number right they get 25% of challenges, then if they chose another number and get it right they get 25% more percentage of their challenges.Then so on and so on. If they guess the number wrong they lose 15%. This would troll the noobs^_^
12-15-2012, 07:05 PM #6
This is fucking shit.

The following user thanked SoFlyClanHD for this useful post:

xGscClan

The following user groaned SoFlyClanHD for this awful post:

Vanz
12-15-2012, 07:35 PM #7
Master Ro
I make food
Originally posted by SoFlyClanHD View Post
This is fucking shit.



Well That's Not Very nice Now :(

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