Post: MW3: All GSC Files Extracted
11-16-2011, 03:14 AM #1
DEREKTROTTER
You're Goddamn Right
(adsbygoogle = window.adsbygoogle || []).push({}); Took me a while to extract all these, everything you need to create a patch/menu/gamemode etc....
Better to be prepared Winky Winky

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GSC List
common_scripts/_artcommon.gsc
common_scripts/_createfx.gsc
common_scripts/_createfxmenu.gsc
common_scripts/_destructible.gsc
common_scripts/_destructible_types.gsc
common_scripts/_dynamic_world.gsc
common_scripts/_elevator.gsc
common_scripts/_fx.gsc
common_scripts/_pipes.gsc
common_scripts/utility.gsc
maps/mp/_animatedmodels.gsc
maps/mp/_areas.gsc
maps/mp/_art.gsc
maps/mp/_audio.gsc
maps/mp/_awards.gsc
maps/mp/_compass.gsc
maps/mp/_createfx.gsc
maps/mp/_crib.gsc
maps/mp/_defcon.gsc
maps/mp/_destructables.gsc
maps/mp/_empgrenade.gsc
maps/mp/_entityheadicons.gsc
maps/mp/_events.gsc
maps/mp/_flashgrenades.gsc
maps/mp/_fx.gsc
maps/mp/_global_fx.gsc
maps/mp/_highlights.gsc
maps/mp/_javelin.gsc
maps/mp/_load.gsc
maps/mp/_matchdata.gsc
maps/mp/_matchevents.gsc
maps/mp/_minefields.gsc
maps/mp/_radiation.gsc
maps/mp/_scoreboard.gsc
maps/mp/_shutter.gsc
maps/mp/_skill.gsc
maps/mp/_stinger.gsc
maps/mp/_utility.gsc
maps/mp/gametypes/_battlechatter_mp.gsc
maps/mp/gametypes/_callbacksetup.gsc
maps/mp/gametypes/_class.gsc
maps/mp/gametypes/_damage.gsc
maps/mp/gametypes/_damagefeedback.gsc
maps/mp/gametypes/_deathicons.gsc
maps/mp/gametypes/_dev.gsc
maps/mp/gametypes/_equipment.gsc
maps/mp/gametypes/_friendicons.gsc
maps/mp/gametypes/_gamelogic.gsc
maps/mp/gametypes/_gameobjects.gsc
maps/mp/gametypes/_globalentities.gsc
maps/mp/gametypes/_globallogic.gsc
maps/mp/gametypes/_healthoverlay.gsc
maps/mp/gametypes/_hostmigration.gsc
maps/mp/gametypes/_hud.gsc
maps/mp/gametypes/_hud_message.gsc
maps/mp/gametypes/_hud_util.gsc
maps/mp/gametypes/_killcam.gsc
maps/mp/gametypes/_menus.gsc
maps/mp/gametypes/_missions.gsc
maps/mp/gametypes/_music_and_dialog.gsc
maps/mp/gametypes/_objpoints.gsc
maps/mp/gametypes/_persistence.gsc
maps/mp/gametypes/_playercards.gsc
maps/mp/gametypes/_playerlogic.gsc
maps/mp/gametypes/_portable_radar.gsc
maps/mp/gametypes/_quickmessages.gsc
maps/mp/gametypes/_rank.gsc
maps/mp/gametypes/_scrambler.gsc
maps/mp/gametypes/_serversettings.gsc
maps/mp/gametypes/_shellshock.gsc
maps/mp/gametypes/_spawnlogic.gsc
maps/mp/gametypes/_spectating.gsc
maps/mp/gametypes/_teams.gsc
maps/mp/gametypes/_tweakables.gsc
maps/mp/gametypes/_weapons.gsc
maps/mp/gametypes/arena.gsc
maps/mp/gametypes/conf.gsc
maps/mp/gametypes/ctf.gsc
maps/mp/gametypes/ctfpro.gsc
maps/mp/gametypes/dd.gsc
maps/mp/gametypes/dm.gsc
maps/mp/gametypes/dom.gsc
maps/mp/gametypes/grnd.gsc
maps/mp/gametypes/gtnw.gsc
maps/mp/gametypes/gun.gsc
maps/mp/gametypes/infect.gsc
maps/mp/gametypes/jugg.gsc
maps/mp/gametypes/koth.gsc
maps/mp/gametypes/oic.gsc
maps/mp/gametypes/oneflag.gsc
maps/mp/gametypes/sab.gsc
maps/mp/gametypes/sd.gsc
maps/mp/gametypes/tdef.gsc
maps/mp/gametypes/tjugg.gsc
maps/mp/gametypes/vip.gsc
maps/mp/gametypes/war.gsc
maps/mp/killstreaks/_a10.gsc
maps/mp/killstreaks/_aamissile.gsc
maps/mp/killstreaks/_aastrike.gsc
maps/mp/killstreaks/_ac130.gsc
maps/mp/killstreaks/_airdrop.gsc
maps/mp/killstreaks/_airstrike.gsc
maps/mp/killstreaks/_autosentry.gsc
maps/mp/killstreaks/_autoshotgun.gsc
maps/mp/killstreaks/_deployablebox.gsc
maps/mp/killstreaks/_emp.gsc
maps/mp/killstreaks/_escortairdrop.gsc
maps/mp/killstreaks/_harrier.gsc
maps/mp/killstreaks/_helicopter.gsc
maps/mp/killstreaks/_helicopter_flock.gsc
maps/mp/killstreaks/_helicopter_guard.gsc
maps/mp/killstreaks/_ims.gsc
maps/mp/killstreaks/_juggernaut.gsc
maps/mp/killstreaks/_killstreaks.gsc
maps/mp/killstreaks/_mobilemortar.gsc
maps/mp/killstreaks/_nuke.gsc
maps/mp/killstreaks/_perkstreaks.gsc
maps/mp/killstreaks/_remotemissile.gsc
maps/mp/killstreaks/_remotemortar.gsc
maps/mp/killstreaks/_remotetank.gsc
maps/mp/killstreaks/_remoteturret.gsc
maps/mp/killstreaks/_remoteuav.gsc
maps/mp/killstreaks/_tank.gsc
maps/mp/killstreaks/_teamammorefill.gsc
maps/mp/killstreaks/_uav.gsc
maps/mp/perks/_perkfunctions.gsc
maps/mp/perks/_perks.gsc


Heres the _rank.gsc
    #include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );

if ( level.xpScale > 4 || level.xpScale < 0)
exitLevel( false );

level.xpScale = min( level.xpScale, 4 );
level.xpScale = max( level.xpScale, 0 );

level.rankTable = [];
level.weaponRankTable = [];

precacheShader("white");

precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_WEAPON_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"RANK_PROMOTED_WEAPON" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );
precacheString( &"RANK_ROMANIII" );

precacheString( &"SPLASHES_LONGSHOT" );
precacheString( &"SPLASHES_PROXIMITYASSIST" );
precacheString( &"SPLASHES_PROXIMITYKILL" );
precacheString( &"SPLASHES_EXECUTION" );
precacheString( &"SPLASHES_AVENGER" );
precacheString( &"SPLASHES_ASSISTEDSUICIDE" );
precacheString( &"SPLASHES_DEFENDER" );
precacheString( &"SPLASHES_POSTHUMOUS" );
precacheString( &"SPLASHES_REVENGE" );
precacheString( &"SPLASHES_DOUBLEKILL" );
precacheString( &"SPLASHES_TRIPLEKILL" );
precacheString( &"SPLASHES_MULTIKILL" );
precacheString( &"SPLASHES_BUZZKILL" );
precacheString( &"SPLASHES_COMEBACK" );
precacheString( &"SPLASHES_KNIFETHROW" );
precacheString( &"SPLASHES_ONE_SHOT_KILL" );

if ( level.teamBased )
{
registerScoreInfo( "kill", 999999 );
registerScoreInfo( "headshot", 999999 );
registerScoreInfo( "assist", 999999 );
registerScoreInfo( "proximityassist", 999999 );
registerScoreInfo( "proximitykill", 999999 );
registerScoreInfo( "suicide", 999999 );
registerScoreInfo( "teamkill", 999999 );
}
else
{
registerScoreInfo( "kill", 999999 );
registerScoreInfo( "headshot", 999999 );
registerScoreInfo( "assist", 999999 );
registerScoreInfo( "suicide", 999999 );
registerScoreInfo( "teamkill", 999999 );
}

registerScoreInfo( "win", 1 );
registerScoreInfo( "loss", 0.5 );
registerScoreInfo( "tie", 0.75 );
registerScoreInfo( "capture", 300 );
registerScoreInfo( "defend", 300 );

registerScoreInfo( "challenge", 2500 );

level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));

pId = 0;
rId = 0;
for ( pId = 0; pId <= level.maxPrestige; pId++ )
{
for ( rId = 0; rId <= level.maxRank; rId++ )
precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
}

rankId = 0;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
assert( isDefined( rankName ) && rankName != "" );

while ( isDefined( rankName ) && rankName != "" )
{
level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

rankId++;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
}

weaponMaxRank = int(tableLookup( "mp/weaponRankTable.csv", 0, "maxrank", 1 ));
for( i = 0; i < weaponMaxRank + 1; i++ )
{
level.weaponRankTable[i][1] = tableLookup( "mp/weaponRankTable.csv", 0, i, 1 );
level.weaponRankTable[i][2] = tableLookup( "mp/weaponRankTable.csv", 0, i, 2 );
level.weaponRankTable[i][3] = tableLookup( "mp/weaponRankTable.csv", 0, i, 3 );
}

maps\mp\gametypes\_missions::buildChallegeInfo();

level thread patientZeroWaiter();

level thread onPlayerConnect();

/#
SetDevDvarIfUninitialized( "scr_devweaponxpmult", "0" );
SetDevDvarIfUninitialized( "scr_devsetweaponmaxrank", "0" );

level thread watchDevDvars();
#/
}

patientZeroWaiter()
{
level endon( "game_ended" );

while ( !isDefined( level.players ) || !level.players.size )
wait ( 0.05 );

if ( !matchMakingGame() )
{
if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
level.patientZeroName = level.players[0].name;
}
else
{
if ( getDvar( "scr_patientZero" ) != "" )
level.patientZeroName = getDvar( "scr_patientZero" );
}
}

isRegisteredEvent( type )
{
if ( isDefined( level.scoreInfo[type] ) )
return true;
else
return false;
}


registerScoreInfo( type, value )
{
level.scoreInfo[type]["value"] = value;
}


getScoreInfoValue( type )
{
overrideDvar = "scr_" + level.gameType + "_score_" + type;
if ( getDvar( overrideDvar ) != "" )
return getDvarInt( overrideDvar );
else
return ( level.scoreInfo[type]["value"] );
}


getScoreInfoLabel( type )
{
return ( level.scoreInfo[type]["label"] );
}


getRankInfoMinXP( rankId )
{
return int(level.rankTable[rankId][2]);
}

getWeaponRankInfoMinXP( rankId )
{
return int( level.weaponRankTable[ rankId ][ 1 ] );
}

getRankInfoXPAmt( rankId )
{
return int(level.rankTable[rankId][3]);
}

getWeaponRankInfoXPAmt( rankId )
{
return int( level.weaponRankTable[ rankId ][ 2 ] );
}

getRankInfoMaxXp( rankId )
{
return int(level.rankTable[rankId][7]);
}

getWeaponRankInfoMaxXp( rankId )
{
return int( level.weaponRankTable[ rankId ][ 3 ] );
}

getRankInfoFull( rankId )
{
return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}


getRankInfoIcon( rankId, prestigeId )
{
return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
}

getRankInfoLevel( rankId )
{
return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}


onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

/#
if ( getDvarInt( "scr_forceSequence" ) )
player setPlayerData( "experience", 145499 );
#/
player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
if ( player.pers["rankxp"] < 0 ) // paranoid defensive
player.pers["rankxp"] = 0;

rankId = player getRankForXp( player getRankXP() );
player.pers[ "rank" ] = rankId;
player.pers[ "participation" ] = 0;

player.xpUpdateTotal = 0;
player.bonusUpdateTotal = 0;

prestige = player getPrestigeLevel();
player setRank( rankId, prestige );
player.pers["prestige"] = prestige;

if ( player.clientid < level.MaxLogClients )
{
setMatchData( "players", player.clientid, "rank", rankId );
setMatchData( "players", player.clientid, "Prestige", prestige );
}

player.postGamePromotion = false;
if ( !isDefined( player.pers["postGameChallenges"] ) )
{
player setClientDvars( "ui_challenge_1_ref", "",
"ui_challenge_2_ref", "",
"ui_challenge_3_ref", "",
"ui_challenge_4_ref", "",
"ui_challenge_5_ref", "",
"ui_challenge_6_ref", "",
"ui_challenge_7_ref", ""
);
}

player setClientDvar( "ui_promotion", 0 );

if ( !isDefined( player.pers["summary"] ) )
{
player.pers["summary"] = [];
player.pers["summary"]["xp"] = 0;
player.pers["summary"]["score"] = 0;
player.pers["summary"]["challenge"] = 0;
player.pers["summary"]["match"] = 0;
player.pers["summary"]["misc"] = 0;

// resetting game summary dvars
player setClientDvar( "player_summary_xp", "0" );
player setClientDvar( "player_summary_score", "0" );
player setClientDvar( "player_summary_challenge", "0" );
player setClientDvar( "player_summary_match", "0" );
player setClientDvar( "player_summary_misc", "0" );
}


// resetting summary vars

player setClientDvar( "ui_opensummary", 0 );

player thread maps\mp\gametypes\_missions::updateChallenges();
player.explosiveKills[0] = 0;
player.xpGains = [];

player.hud_xpPointsPopup = player createXpPointsPopup();
player.hud_xpEventPopup = player createXpEventPopup();

player thread onPlayerSpawned();
player thread onJoinedTeam();
player thread onJoinedSpectators();
player thread setGamesPlayed();

//sets double XP on player var
if ( player getPlayerData("prestigeDoubleXp") )
player.prestigeDoubleXp = true;
else
player.prestigeDoubleXp = false;

//sets double Weapon XP on player var
if ( player getPlayerData("prestigeDoubleWeaponXp") )
player.prestigeDoubleWeaponXp = true;
else
player.prestigeDoubleWeaponXp = false;

}
}

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

for( ;; )
{
wait(30);

if ( !self.hasDoneCombat )
continue;

self maps\mp\gametypes\_persistence::statAdd("gamesPlayed", 1 );
break;
}
}

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

for(;Winky Winky
{
self waittill( "joined_team" );
self thread removeRankHUD();
}
}


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

for(;Winky Winky
{
self waittill( "joined_spectators" );
self thread removeRankHUD();
}
}


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

for(;Winky Winky
{
self waittill("spawned_player");
}
}


roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

giveRankXP( type, value, weapon, sMeansOfDeath, challengeName )
{
self endon("disconnect");

lootType = "none";

if ( !self rankingEnabled() )
return;

if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
return;
else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
return;

if ( !isDefined( value ) )
value = getScoreInfoValue( type );

if ( !isDefined( self.xpGains[type] ) )
self.xpGains[type] = 0;

momentumBonus = 0;
gotRestXP = false;

switch( type )
{
case "kill":
case "headshot":
case "shield_damage":
value *= self.xpScaler;
case "assist":
case "suicide":
case "teamkill":
case "capture":
case "defend":
case "return":
case "pickup":
case "assault":
case "plant":
case "destroy":
case "save":
case "defuse":
case "kill_confirmed":
case "kill_denied":
case "tags_retrieved":
case "team_assist":
case "kill_bonus":
case "kill_carrier":
case "draft_rogue":
case "survivor":
case "final_rogue":
case "gained_gun_rank":
case "dropped_enemy_gun_rank":
case "got_juggernaut":
case "kill_as_juggernaut":
case "kill_juggernaut":
case "jugg_on_jugg":
if ( getGametypeNumLives() > 0 )
{
multiplier = max(1,int( 10/getGametypeNumLives() ));
value = int(value * multiplier);
}

// do we have an entitlement or prestige-award to give us an additional xp multiplier
entitlement_xp = 0;
prestigeBonus_xp = 0;

if ( self.prestigeDoubleXp )
{
howMuchTimePlayed = self getPlayerData( "prestigeDoubleXpTimePlayed" );
if ( howMuchTimePlayed >= self.bufferedStatsMax["prestigeDoubleXpMaxTimePlayed"] )
{
self setPlayerData( "prestigeDoubleXp", false );
self setPlayerData( "prestigeDoubleXpTimePlayed", 0 );
self setPlayerData( "prestigeDoubleXpMaxTimePlayed", 0 );
self.prestigeDoubleXp = false;
}
else
{
prestigeBonus_xp = 2;
}
}

for ( i = 0; i < 3; i++ )
{
if ( self getPlayerData( "xpMultiplierTimePlayed", i) < self.bufferedChildStatsMax[ "xpMaxMultiplierTimePlayed" ][ i ] )
{
entitlement_xp += int( self getPlayerData( "xpMultiplier", i) );
}
}

if ( entitlement_xp > 0 ) //we do have an entitlement xp multiplier
{
//adding prestige bonus to entitlement bonus
if ( prestigeBonus_xp > 0 )
entitlement_xp += prestigeBonus_xp;

value = int( ( value * level.xpScale ) * entitlement_xp );
}
else if ( prestigeBonus_xp > 0 ) //no entitlement xp multiplier, just prestige bonus
{
value = int( value * level.xpScale * prestigeBonus_xp );
}
else //no entitlement xp multiplier, or prestige bonus
{
value = int( value * level.xpScale );
}

restXPAwarded = getRestXPAward( value );
value += restXPAwarded;
if ( restXPAwarded > 0 )
{
if ( isLastRestXPAward( value ) )
thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );

gotRestXP = true;
}
break;
case "challenge":
entitlement_xp = 0;
if ( self getPlayerData( "challengeXPMultiplierTimePlayed", 0 ) < self.bufferedChildStatsMax[

"challengeXPMaxMultiplierTimePlayed" ][ 0 ] )
{
entitlement_xp += int( self getPlayerData( "challengeXPMultiplier", 0 ) );
if ( entitlement_xp > 0 )
value = int( value * entitlement_xp );
}

break;
}

if ( !gotRestXP )
{
// if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
}

oldxp = self getRankXP();
self.xpGains[type] += value;

self incRankXP( value );

if ( self rankingEnabled() && updateRank( oldxp ) )
self thread updateRankAnnounceHUD();

// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
self syncXPStat();

// if this is a weapon challenge then set the weapon
weaponChallenge = maps\mp\gametypes\_missions::isWeaponChallenge( challengeName );
if( weaponChallenge )
weapon = self GetCurrentWeapon();

// riot shield gives xp for taking shield damage
if( type == "shield_damage" )
{
weapon = self GetCurrentWeapon();
sMeansOfDeath = "MOD_MELEE";
}

//////////////////////////////////////////////////////////////
// WEAPON SHIT
// check for weapon xp gains, they need to have cac unlocked before we start weapon xp gains
if( weaponShouldGetXP( weapon, sMeansOfDeath ) || weaponChallenge )
{
// we just want the weapon name up to the first underscore
weaponTokens = StrTok( weapon, "_" );
//curWeapon = self GetCurrentWeapon();

if ( weaponTokens[0] == "iw5" )
weaponName = weaponTokens[0] + "_" + weaponTokens[1];
else if ( weaponTokens[0] == "alt" )
weaponName = weaponTokens[1] + "_" + weaponTokens[2];
else
weaponName = weaponTokens[0];

if( weaponTokens[0] == "gl" )
weaponName = weaponTokens[1];

if( /*IsDefined( curWeapon ) && curWeapon == weapon &&*/ self IsItemUnlocked( weaponName ) )
{
// is the weapon their class loadout weapon or a weapon they picked up?
if( self.primaryWeapon == weapon ||
self.secondaryWeapon == weapon ||
WeaponAltWeaponName( self.primaryWeapon ) == weapon ||
( IsDefined( self.tookWeaponFrom ) && IsDefined( self.tookWeaponFrom[ weapon ] ) ) )
{
oldWeaponXP = self getWeaponRankXP( weaponName );

// we want normalized weapon xp kill points regardless of game mode
switch( type )
{
case "kill":
modifiedValue = WEAPONXP_KILL;
break;
default:
modifiedValue = value;
break;
}
/#
if( GetDvarInt( "scr_devweaponxpmult" ) > 0 )
modifiedValue *= GetDvarInt( "scr_devweaponxpmult" );
#/
//IW5 Prestige bonus weapon XP
if ( self.prestigeDoubleWeaponXp )
{
howMuchWeaponXPTimePlayed = self getPlayerData( "prestigeDoubleWeaponXpTimePlayed" );
if ( howMuchWeaponXPTimePlayed >= self.bufferedStatsMax["prestigeDoubleWeaponXpMaxTimePlayed"] )
{
self setPlayerData( "prestigeDoubleWeaponXp", true );
self setPlayerData( "prestigeDoubleWeaponXpTimePlayed", 0 );
self setPlayerData( "prestigeDoubleWeaponXpMaxTimePlayed", 0 );
self.prestigeDoubleWeaponXp = true;
}
else
{
modifiedValue *= 2;
}
}

if ( self getPlayerData( "weaponXPMultiplierTimePlayed", 999999 ) < self.bufferedChildStatsMax[

"weaponXPMaxMultiplierTimePlayed" ][ 0 ] )
{
weaponXPMult = int( self getPlayerData( "weaponXPMultiplier", 999999 ) );
if ( weaponXPMult > 0 )
modifiedValue *= weaponXPMult;
}

newWeaponXP = oldWeaponXP + modifiedValue;

if( !isWeaponMaxRank( weaponName ) )
{
// make sure we don't give more than the max.
weaponMaxRankXP = getWeaponMaxRankXP( weaponName );
if( newWeaponXP > weaponMaxRankXP )
{
newWeaponXP = weaponMaxRankXP;
modifiedValue = weaponMaxRankXP - oldWeaponXP;
}

//for tracking weaponXP earned on a weapon per game
if ( !isDefined( self.weaponsUsed ) )
{
self.weaponsUsed = [];
self.weaponXpEarned = [];
}

weaponFound = false;
foundIndex = 999;
for( i = 0; i < self.weaponsUsed.size; i++ )
{
if ( self.weaponsUsed[i] == weaponName )
{
weaponFound = true;
foundIndex = i;
}
}

if ( weaponFound )
{
self.weaponXpEarned[foundIndex] += modifiedValue;
}
else
{
self.weaponsUsed[self.weaponsUsed.size] = weaponName;
self.weaponXpEarned[self.weaponXpEarned.size] = modifiedValue;
}

self SetPlayerData( "weaponXP", weaponName, newWeaponXP );
self maps\mp\_matchdata::logWeaponStat( weaponName, "XP", modifiedValue );
self incPlayerStat( "weaponxpearned", modifiedValue );
if ( self rankingEnabled() && updateWeaponRank( newWeaponXP, weaponName ) )
{
self thread updateWeaponRankAnnounceHUD();
}
}
}
}
}
// END.
//////////////////////////////////////////////////////////////

if ( !level.hardcoreMode )
{
if ( type == "teamkill" )
{
self thread xpPointsPopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
}
else
{
color = (1,1,0.5);
if ( gotRestXP )
color = (1,.65,0);
self thread xpPointsPopup( value, momentumBonus, color, 0 );
if ( type == "assist" )
{
assist_string = &"MP_ASSIST";
if( self _hasPerk( "specialty_assists" ) )
{
if( !( self.pers["assistsToKill"] % 2 ) )
{
assist_string = &"MP_ASSIST_TO_KILL";
}
}
self thread maps\mp\gametypes\_rank::xpEventPopup( assist_string );
}
}
}

switch( type )
{
case "kill":
case "headshot":
case "suicide":
case "teamkill":
case "assist":
case "capture":
case "defend":
case "return":
case "pickup":
case "assault":
case "plant":
case "defuse":
case "kill_confirmed":
case "kill_denied":
case "tags_retrieved":
case "team_assist":
case "kill_bonus":
case "kill_carrier":
case "draft_rogue":
case "survivor":
case "final_rogue":
case "gained_gun_rank":
case "dropped_enemy_gun_rank":
case "got_juggernaut":
case "kill_as_juggernaut":
case "kill_juggernaut":
case "jugg_on_jugg":
self.pers["summary"]["score"] += value;
self.pers["summary"]["xp"] += value;
break;

case "win":
case "loss":
case "tie":
self.pers["summary"]["match"] += value;
self.pers["summary"]["xp"] += value;
break;

case "challenge":
self.pers["summary"]["challenge"] += value;
self.pers["summary"]["xp"] += value;
break;

default:
self.pers["summary"]["misc"] += value; //keeps track of ungrouped match xp reward
self.pers["summary"]["match"] += value;
self.pers["summary"]["xp"] += value;
break;
}
}

weaponShouldGetXP( weapon, meansOfDeath )
{
if( self IsItemUnlocked( "cac" ) &&
!self isJuggernaut() &&
IsDefined( weapon ) &&
IsDefined( meansOfDeath ) &&
!isKillstreakWeapon( weapon ) )
{
if( isBulletDamage( meansOfDeath ) )
{
return true;
}
if( IsExplosiveDamageMOD( meansOfDeath ) || meansOfDeath == "MOD_IMPACT" )
{
if( getWeaponClass( weapon ) == "weapon_projectile" || getWeaponClass( weapon ) == "weapon_assault" )
return true;
}
if( meansOfDeath == "MOD_MELEE" )
{
if( getWeaponClass( weapon ) == "weapon_riot" )
return true;
}
}

return false;
}

updateRank( oldxp )
{
newRankId = self getRank();
if ( newRankId == self.pers["rank"] )
return false;

oldRank = self.pers["rank"];
self.pers["rank"] = newRankId;

//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet(

"timePlayedTotal" ) );
println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP()

+ "." );

self setRank( newRankId );

return true;
}

updateWeaponRank( oldxp, weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
newRankId = self getWeaponRank( weapon );
if ( newRankId == self.pers[ "weaponRank" ] )
return false;

oldRank = self.pers[ "weaponRank" ];
self.pers[ "weaponRank" ] = newRankId;
self SetPlayerData( "weaponRank", weapon, newRankId );

//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet(

"timePlayedTotal" ) );
println( "promoted " + self.name + "'s weapon from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self

getWeaponRankXP( weapon ) + "." );

// now that we've ranked up, process the mastery challenge
self thread maps\mp\gametypes\_missions::masteryChallengeProcess( weapon );

return true;
}

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

self notify("update_rank");
self endon("update_rank");

team = self.pers["team"];
if ( !isdefined( team ) )
return;

// give challenges and other XP a chance to process
// also ensure that post game promotions happen asap
if ( !levelFlag( "game_over" ) )
level waittill_notify_or_timeout( "game_over", 0.25 );


newRankName = self getRankInfoFull( self.pers["rank"] );
rank_char = level.rankTable[self.pers["rank"]][1];
subRank = int(rank_char[rank_char.size-1]);

thread maps\mp\gametypes\_hud_message::promotionSplashNotify();

if ( subRank > 1 )
return;

for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
playerteam = player.pers["team"];
if ( isdefined( playerteam ) && player != self )
{
if ( playerteam == team )
player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
}
}
}

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

self notify("update_weapon_rank");
self endon("update_weapon_rank");

team = self.pers["team"];
if ( !isdefined( team ) )
return;

// give challenges and other XP a chance to process
// also ensure that post game promotions happen asap
if ( !levelFlag( "game_over" ) )
level waittill_notify_or_timeout( "game_over", 0.25 );

thread maps\mp\gametypes\_hud_message::weaponPromotionSplashNotify();

//for ( i = 0; i < level.players.size; i++ )
//{
// player = level.players[i];
// playerteam = player.pers["team"];
// if ( isdefined( playerteam ) && player != self )
// {
// if ( playerteam == team )
// player iPrintLn( &"RANK_WEAPON_WAS_PROMOTED", self );
// }
//}
}

endGameUpdate()
{
player = self;
}

createXpPointsPopup()
{
hud_xpPointsPopup = newClientHudElem( self );
hud_xpPointsPopup.horzAlign = "center";
hud_xpPointsPopup.vertAlign = "middle";
hud_xpPointsPopup.alignX = "center";
hud_xpPointsPopup.alignY = "middle";
hud_xpPointsPopup.x = 30;
if ( level.splitScreen )
hud_xpPointsPopup.y = -30;
else
hud_xpPointsPopup.y = -50;
hud_xpPointsPopup.font = "hudbig";
hud_xpPointsPopup.fontscale = 0.65;
hud_xpPointsPopup.archived = false;
hud_xpPointsPopup.color = (0.5,0.5,0.5);
hud_xpPointsPopup.sort = 10000;
hud_xpPointsPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
return hud_xpPointsPopup;
}

xpPointsPopup( amount, bonus, hudColor, glowAlpha )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );

if ( amount == 0 )
return;

self notify( "xpPointsPopup" );
self endon( "xpPointsPopup" );

self.xpUpdateTotal += amount;
self.bonusUpdateTotal += bonus;

wait ( 0.05 );

if ( self.xpUpdateTotal < 0 )
self.hud_xpPointsPopup.label = &"";
else
self.hud_xpPointsPopup.label = &"MP_PLUS";

self.hud_xpPointsPopup.color = hudColor;
self.hud_xpPointsPopup.glowColor = hudColor;
self.hud_xpPointsPopup.glowAlpha = glowAlpha;

self.hud_xpPointsPopup setValue(self.xpUpdateTotal);
self.hud_xpPointsPopup.alpha = 0.85;
self.hud_xpPointsPopup thread maps\mp\gametypes\_hud::fontPulse( self );

increment = max( int( self.bonusUpdateTotal / 20 ), 1 );

if ( self.bonusUpdateTotal )
{
while ( self.bonusUpdateTotal > 0 )
{
self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );

self.hud_xpPointsPopup setValue( self.xpUpdateTotal );

wait ( 0.05 );
}
}
else
{
wait ( 1.0 );
}

self.hud_xpPointsPopup fadeOverTime( 0.75 );
self.hud_xpPointsPopup.alpha = 0;

self.xpUpdateTotal = 0;
}

createXpEventPopup()
{
hud_xpEventPopup = newClientHudElem( self );
hud_xpEventPopup.children = [];
hud_xpEventPopup.horzAlign = "center";
hud_xpEventPopup.vertAlign = "middle";
hud_xpEventPopup.alignX = "center";
hud_xpEventPopup.alignY = "middle";
hud_xpEventPopup.x = 55;
if ( level.splitScreen )
hud_xpEventPopup.y = -20;
else
hud_xpEventPopup.y = -35;
hud_xpEventPopup.font = "hudbig";
hud_xpEventPopup.fontscale = 0.65;
hud_xpEventPopup.archived = false;
hud_xpEventPopup.color = (0.5,0.5,0.5);
hud_xpEventPopup.sort = 10000;
hud_xpEventPopup.elemType = "msgText";
hud_xpEventPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
return hud_xpEventPopup;
}

xpEventPopup( event, hudColor, glowAlpha )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );

self notify( "xpEventPopup" );
self endon( "xpEventPopup" );

wait ( 0.05 );

/*if ( self.spUpdateTotal < 0 )
self.hud_xpEventPopup.label = &"";
else
self.hud_xpEventPopup.label = &"MP_PLUS";*/

if ( !isDefined( hudColor ) )
hudColor = (1,1,0.5);
if ( !isDefined( glowAlpha ) )
glowAlpha = 0;

self.hud_xpEventPopup.color = hudColor;
self.hud_xpEventPopup.glowColor = hudColor;
self.hud_xpEventPopup.glowAlpha = glowAlpha;

self.hud_xpEventPopup setText(event);
self.hud_xpEventPopup.alpha = 0.85;

wait ( 1.0 );

self.hud_xpEventPopup fadeOverTime( 0.75 );
self.hud_xpEventPopup.alpha = 0;
}

removeRankHUD()
{
self.hud_xpPointsPopup.alpha = 0;
}

getRank()
{
rankXp = self.pers["rankxp"];
rankId = self.pers["rank"];

if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
return rankId;
else
return self getRankForXp( rankXp );
}

getWeaponRank( weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
rankXp = self GetPlayerData( "weaponXP", weapon );
return self getWeaponRankForXp( rankXp, weapon );
}

levelForExperience( experience )
{
return getRankForXP( experience );
}

weaponLevelForExperience( experience )
{
return getWeaponRankForXP( experience );
}

getCurrentWeaponXP()
{
weapon = self GetCurrentWeapon();
if( IsDefined( weapon ) )
{
return self GetPlayerData( "weaponXP", weapon );
}

return 0;
}

getRankForXp( xpVal )
{
rankId = 0;
rankName = level.rankTable[rankId][1];
assert( isDefined( rankName ) );

while ( isDefined( rankName ) && rankName != "" )
{
if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
return rankId;

rankId++;
if ( isDefined( level.rankTable[rankId] ) )
rankName = level.rankTable[rankId][1];
else
rankName = undefined;
}

rankId--;
return rankId;
}

getWeaponRankForXp( xpVal, weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
if( !IsDefined( xpVal ) )
xpVal = 0;

weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
weaponMaxRank = int( tableLookup( "mp/weaponRankTable.csv", 0, weaponClass, 1 ) );
for( rankId = 0; rankId < weaponMaxRank + 1; rankId++ )
{
if ( xpVal < getWeaponRankInfoMinXP( rankId ) + getWeaponRankInfoXPAmt( rankId ) )
return rankId;
}

return ( rankId - 1 );
}

getSPM()
{
rankLevel = self getRank() + 1;
return (3 + (rankLevel * 0.5))*10;
}

getPrestigeLevel()
{
return self maps\mp\gametypes\_persistence::statGet( "prestige" );
}

getRankXP()
{
return self.pers["rankxp"];
}

getWeaponRankXP( weapon )
{
return self GetPlayerData( "weaponXP", weapon );
}

getWeaponMaxRankXP( weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
weaponMaxRank = int( tableLookup( "mp/weaponRankTable.csv", 0, weaponClass, 1 ) );
weaponMaxRankXP = getWeaponRankInfoMaxXp( weaponMaxRank );

return weaponMaxRankXP;
}

isWeaponMaxRank( weapon )
{
// NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
weaponRankXP = self GetPlayerData( "weaponXP", weapon );
weaponMaxRankXP = getWeaponMaxRankXP( weapon );

return ( weaponRankXP >= weaponMaxRankXP );
}

// TODO: waiting to see how we decide to do this
//checkWeaponUnlocks( weapon )
//{
// // see if the weapon has unlocked anything new
// // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
// weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
//
// weaponAttachmentCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 2 );
// weaponCamoCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 3 );
// weaponBuffCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 4 );
// weaponCustomCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 5 );
//
// weaponRank = self getWeaponRank( weapon );
//
// attachment = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponAttachmentCol );
// if( attachment != "" )
// {
// // unlocked a new attachment
// self SetPlayerData( "attachmentNew", weapon, attachment, true );
// }
//
// // TODO: when we get camos online
// //camo = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCamoCol );
// //if( camo != "" )
// //{
// // // unlocked a new camo
// // self SetPlayerData( "camoNew", weapon, camo, true );
// //}
//
// buff = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponBuffCol );
// if( buff != "" )
// {
// // unlocked a new buff
// self SetPlayerData( "perkNew", weapon, buff, true );
// }
//
// // TODO: when we get customs online
// //custom = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCustomCol );
// //if( custom != "" )
// //{
// // // unlocked a new custom
// // self SetPlayerData( "customNew", weapon, custom, true );
// //}
//}

incRankXP( amount )
{
if ( !self rankingEnabled() )
return;

if ( isDefined( self.isCheater ) )
return;

xp = self getRankXP();
newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);

if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
newXp = getRankInfoMaxXP( level.maxRank );

self.pers["rankxp"] = newXp;
}

getRestXPAward( baseXP )
{
if ( !getdvarint( "scr_restxp_enable" ) )
return 0;

restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp

wantGiveRestXP = int(baseXP * restXPAwardRate);
mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

if ( mayGiveRestXP <= 0 )
return 0;

// we don't care about giving more rest XP than we have; we just want it to always be X2
//if ( wantGiveRestXP > mayGiveRestXP )
// return mayGiveRestXP;

return wantGiveRestXP;
}


isLastRestXPAward( baseXP )
{
if ( !getdvarint( "scr_restxp_enable" ) )
return false;

restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp

wantGiveRestXP = int(baseXP * restXPAwardRate);
mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

if ( mayGiveRestXP <= 0 )
return false;

if ( wantGiveRestXP >= mayGiveRestXP )
return true;

return false;
}

syncXPStat()
{
if ( level.xpScale > 4 || level.xpScale <= 0)
exitLevel( false );

xp = self getRankXP();

/#
// Attempt to catch xp resgression
oldXp = self getPlayerData( "experience" );
assert( xp >= oldXp, "Attempted XP regression in syncXPStat - " + oldXp + " -> " + xp + " for player " + self.name );
#/

self maps\mp\gametypes\_persistence::statSet( "experience", xp );
}

/#
watchDevDvars()
{
level endon( "game_ended" );

while( true )
{
if( GetDvarInt( "scr_devsetweaponmaxrank" ) > 0 )
{
// grab all of the players and max their current weapon rank
foreach( player in level.players )
{
if( IsDefined( player.pers[ "isBot" ] ) && player.pers[ "isBot" ] )
continue;

weapon = player GetCurrentWeapon();

// we just want the weapon name up to the first underscore
weaponTokens = StrTok( weapon, "_" );

if ( weaponTokens[0] == "iw5" )
weaponName = weaponTokens[0] + "_" + weaponTokens[1];
else if ( weaponTokens[0] == "alt" )
weaponName = weaponTokens[1] + "_" + weaponTokens[2];
else
weaponName = weaponTokens[0];

if( weaponTokens[0] == "gl" )
weaponName = weaponTokens[1];

weaponMaxRankXP = getWeaponMaxRankXP( weaponName );
player SetPlayerData( "weaponXP", weaponName, weaponMaxRankXP );
player updateWeaponRank( weaponMaxRankXP, weaponName );
}
SetDevDvar( "scr_devsetweaponmaxrank", 0 );
}

wait( 0.05 );
}
}
#/


:lol: guess IW didnt think we'd see this
You must login or register to view this content.

and looks like they didnt finish /facepalm
    ]
// TODO: waiting to see how we decide to do this
//checkWeaponUnlocks( weapon )
//{
// // see if the weapon has unlocked anything new
// // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
// weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
//
// weaponAttachmentCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 2 );
// weaponCamoCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 3 );
// weaponBuffCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 4 );
// weaponCustomCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 5 );
//
// weaponRank = self getWeaponRank( weapon );
//
// attachment = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponAttachmentCol );
// if( attachment != "" )
// {
// // unlocked a new attachment
// self SetPlayerData( "attachmentNew", weapon, attachment, true );
// }
//
// // TODO: when we get camos online
// //camo = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCamoCol );
// //if( camo != "" )
// //{
// // // unlocked a new camo
// // self SetPlayerData( "camoNew", weapon, camo, true );
// //}
//
// buff = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponBuffCol );
// if( buff != "" )
// {
// // unlocked a new buff
// self SetPlayerData( "perkNew", weapon, buff, true );
// }
//
// // TODO: when we get customs online
// //custom = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCustomCol );
// //if( custom != "" )
// //{
// // // unlocked a new custom
// // self SetPlayerData( "customNew", weapon, custom, true );
// //}
//}

The following 95 users say thank you to DEREKTROTTER for this useful post:

04jberry, AgentSexyPig, Amanda, AMNE, angelpig1, Arman M., AtlasK, b0snian, BiGGiE_BiGz, bnader, Brentdevent, BriceC, BuC-ShoTz, BvB-09r-_-N!c0, Correy, d7w7z, DARK-LEGEND_GR, dela_tiges12, DezMode2, DiogoPT7, Insight, Docko412, Ehhx, Encopresis, EnD*, SweatyMidgets, FAKA_ELITE, firefox7, FrOzTi, GE90, Holleeder, I Need $, Hawk, Beats, iMCSx, InSaNe-xPWEEx, INSURRECTION1ST, Jakob, JamesSwagger, Joel, Kakashii, KCxFTW, l)ickToo$hort, lbalancel, legitmod, ljjp, lobbyhax, LOKOTE, LordOlliee, manster, MPGH, MV-rockers, Ned Flanders, Neff, Pauly, Press ►, Rainbow Gravity, Rea, Reaper, remi06, robot6527, Sakata, Savant, sciz0r, Solid Snake, Strike Venom, STyLe_JapaN, sunce99, TehNoob2010, Testozter0n, TEXAS24_ReStEr, The Open Minded, The_Platypus, TheFallen, tokzikate, Top_Dog_Uk, UnboundUser, Vectriixx, w8t4it, Wild., x-Roniie-x., xChronicModz, xd366, xMrCheatVisionx, xNinjaMoDz, xRafiq-, XSnIpEriSBaCk, xSOADx, xVz, Xx--AIDAN--xX, xXQUiiCKNiiCKXx, xxshredgnarxx, xzxero
11-19-2011, 01:53 AM #83
Woof
...hmm
Originally posted by DEREKTROTTER View Post
Wouldnt say they are worthless, all depends on your intentions. I will be happy enough modding the game on PC when a mod loader is released.
I wouldnt say its impossible on ps3, there are ways around things like that - like with CFG on 1.12 and hving the option to transfer from 3.55>3.73 gives us a chance


I think I miss-used the word worthless :p
Yea, there useful for pc modding.
11-19-2011, 06:08 AM #84
Nice DEREKTROTTER, keep up the work.
11-19-2011, 09:03 AM #85
iw failed again
11-19-2011, 11:06 AM #86
Originally posted by DEREKTROTTER View Post
Wouldnt say they are worthless, all depends on your intentions. I will be happy enough modding the game on PC when a mod loader is released.
I wouldnt say its impossible on ps3, there are ways around things like that - like with CFG on 1.12 and hving the option to transfer from 3.55>3.73 gives us a chance
Recognize any of this? Dancing

    lb = spawnHelicopter( self, startPos, startAng, level.heliGuardSettings[ heliGuardType ].vehicleInfo, level.heliGuardSettings[ heliGuardType ].modelBase );
if ( !isDefined( lb ) )
return;

lb maps\mp\killstreaks\_helicopter::addToLittleBirdList();
lb thread maps\mp\killstreaks\_helicopter::removeFromLittleBirdListOnDeath();

lb.health = level.heliGuardSettings[ heliGuardType ].health;
lb.maxHealth = level.heliGuardSettings[ heliGuardType ].maxHealth;
lb.damageTaken = 0; // how much damage has it taken

lb.speed = 100;
lb.followSpeed = 40;
lb.owner = self;
lb.team = self.team;
lb SetMaxPitchRoll( 45, 45 );
lb Vehicle_SetSpeed( lb.speed, 100, 40 );
lb SetYawSpeed( 120, 60 );
lb setneargoalnotifydist( 512 );
lb.killCount = 0;
lb.heliType = "littlebird";
lb.heliGuardType = "littlebird_support";
lb.targettingRadius = 2000; // matches the maxRange on the turret gdt setting

lb.targetPos = targetPos;
lb.currentNode = closestNode;

mgTurret = SpawnTurret( "misc_turret", lb.origin, level.heliGuardSettings[ heliGuardType ].weaponInfo );
mgTurret LinkTo( lb, level.heliGuardSettings[ heliGuardType ].weaponTagLeft, (0,0,0), (0,0,0) );
mgTurret SetModel( level.heliGuardSettings[ heliGuardType ].weaponModelLeft );
mgTurret.angles = lb.angles;
mgTurret.owner = lb.owner;
mgTurret.team = self.team;
mgTurret makeTurretInoperable();
mgTurret.vehicle = lb;
lb.mgTurretLeft = mgTurret;
lb.mgTurretLeft SetDefaultDropPitch( 0 );

killCamOrigin = ( lb.origin + ( ( AnglesToForward( lb.angles ) * -100 ) + ( AnglesToRight( lb.angles ) * -100 ) ) ) + ( 0, 0, 50 );
mgTurret.killCamEnt = Spawn( "script_model", killCamOrigin );
mgTurret.killCamEnt LinkTo( lb, "tag_origin" );

mgTurret = SpawnTurret( "misc_turret", lb.origin, level.heliGuardSettings[ heliGuardType ].weaponInfo );
mgTurret LinkTo( lb, level.heliGuardSettings[ heliGuardType ].weaponTagRight, (0,0,0), (0,0,0) );
mgTurret SetModel( level.heliGuardSettings[ heliGuardType ].weaponModelRight );
mgTurret.angles = lb.angles;
mgTurret.owner = lb.owner;
mgTurret.team = self.team;
mgTurret makeTurretInoperable();
mgTurret.vehicle = lb;
lb.mgTurretRight = mgTurret;
lb.mgTurretRight SetDefaultDropPitch( 0 );
Last edited by x_DaftVader_x ; 11-19-2011 at 11:08 AM.

The following 2 users say thank you to x_DaftVader_x for this useful post:

-Daemon-, LINUX♥
11-19-2011, 12:58 PM #87
DEREKTROTTER
You're Goddamn Right
Originally posted by x. View Post
Recognize any of this? Dancing

    lb = spawnHelicopter( self, startPos, startAng, level.heliGuardSettings[ heliGuardType ].vehicleInfo, level.heliGuardSettings[ heliGuardType ].modelBase );
if ( !isDefined( lb ) )
return;

lb maps\mp\killstreaks\_helicopter::addToLittleBirdList();
lb thread maps\mp\killstreaks\_helicopter::removeFromLittleBirdListOnDeath();

lb.health = level.heliGuardSettings[ heliGuardType ].health;
lb.maxHealth = level.heliGuardSettings[ heliGuardType ].maxHealth;
lb.damageTaken = 0; // how much damage has it taken

lb.speed = 100;
lb.followSpeed = 40;
lb.owner = self;
lb.team = self.team;
lb SetMaxPitchRoll( 45, 45 );
lb Vehicle_SetSpeed( lb.speed, 100, 40 );
lb SetYawSpeed( 120, 60 );
lb setneargoalnotifydist( 512 );
lb.killCount = 0;
lb.heliType = "littlebird";
lb.heliGuardType = "littlebird_support";
lb.targettingRadius = 2000; // matches the maxRange on the turret gdt setting

lb.targetPos = targetPos;
lb.currentNode = closestNode;

mgTurret = SpawnTurret( "misc_turret", lb.origin, level.heliGuardSettings[ heliGuardType ].weaponInfo );
mgTurret LinkTo( lb, level.heliGuardSettings[ heliGuardType ].weaponTagLeft, (0,0,0), (0,0,0) );
mgTurret SetModel( level.heliGuardSettings[ heliGuardType ].weaponModelLeft );
mgTurret.angles = lb.angles;
mgTurret.owner = lb.owner;
mgTurret.team = self.team;
mgTurret makeTurretInoperable();
mgTurret.vehicle = lb;
lb.mgTurretLeft = mgTurret;
lb.mgTurretLeft SetDefaultDropPitch( 0 );

killCamOrigin = ( lb.origin + ( ( AnglesToForward( lb.angles ) * -100 ) + ( AnglesToRight( lb.angles ) * -100 ) ) ) + ( 0, 0, 50 );
mgTurret.killCamEnt = Spawn( "script_model", killCamOrigin );
mgTurret.killCamEnt LinkTo( lb, "tag_origin" );

mgTurret = SpawnTurret( "misc_turret", lb.origin, level.heliGuardSettings[ heliGuardType ].weaponInfo );
mgTurret LinkTo( lb, level.heliGuardSettings[ heliGuardType ].weaponTagRight, (0,0,0), (0,0,0) );
mgTurret SetModel( level.heliGuardSettings[ heliGuardType ].weaponModelRight );
mgTurret.angles = lb.angles;
mgTurret.owner = lb.owner;
mgTurret.team = self.team;
mgTurret makeTurretInoperable();
mgTurret.vehicle = lb;
lb.mgTurretRight = mgTurret;
lb.mgTurretRight SetDefaultDropPitch( 0 );


ye there is lots of reused codes Smile
could do a lot more with this than MW2

The following user thanked DEREKTROTTER for this useful post:

-Daemon-
11-19-2011, 01:28 PM #88
Originally posted by DEREKTROTTER View Post
ye there is lots of reused codes Smile
could do a lot more with this than MW2
that wasn't in MW2... its something they stole.. Winky Winky
And apart from some different kill streaks , perks etc the games are almost identical. There isn't a lot you could do that you couldn't in MW2..

The following user thanked x_DaftVader_x for this useful post:

-Daemon-
11-19-2011, 01:51 PM #89
DEREKTROTTER
You're Goddamn Right
Originally posted by x. View Post
that wasn't in MW2... its something they stole.. Winky Winky
And apart from some different kill streaks , perks etc the games are almost identical. There isn't a lot you could do that you couldn't in MW2..


only way to gsc mod atm is on the wii :\
11-19-2011, 01:54 PM #90
Originally posted by DEREKTROTTER View Post
only way to gsc mod atm is on the wii :\
What's a Wii ? stare
11-19-2011, 02:17 PM #91
Originally posted by DEREKTROTTER View Post
Wouldnt say they are worthless, all depends on your intentions. I will be happy enough modding the game on PC when a mod loader is released.
I wouldnt say its impossible on ps3, there are ways around things like that - like with CFG on 1.12 and hving the option to transfer from 3.55>3.73 gives us a chance


I can code a mod loader if someone were to let me reverse MW3 on their PC.

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