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BullyWiiHacks

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Gametype Help

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1Gametype Help Empty Gametype Help 2/18/2015, 6:29 am

[STG]Sgt.Ghost

[STG]Sgt.Ghost
Modder & Code Porter
Resize GSC add gametype tested and freezes and nothing works but if i delete and test it it works need help.

http://pastebin.com/0q6rcH8P


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Gametype Help Cod-gh10
Gametype Help Coollo10

2Gametype Help Empty Re: Gametype Help 2/18/2015, 8:11 am

Bully@WiiPlaza

Bully@WiiPlaza
 
 
Since you're probably trying to port this, make sure that the stuff you want to load exists. It must be related to code that runs when you load the map and not when you play the actual gametype.

So from what you posted, it must be something from the init() function:
Code:
PreCacheModel("projectile_cbu97_clusterbomb");
 
level._effect["fx_mp_nuked_nuclear_explosion"] = loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");

However, the first one exists on CoD 4 and then 2nd one on Black Ops so it should be good on Black Ops. Hmm, maybe show more of the code? I don't think that's all you've added or changed.


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Gametype Help YBjg74I

3Gametype Help Empty Re: Gametype Help 2/18/2015, 12:08 pm

[STG]Sgt.Ghost

[STG]Sgt.Ghost
Modder & Code Porter
I fixed it but still working on it here and there this is the game type script.

Code:
#include common_scripts\utility;
#include maps\mp\_airsupport;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
   thread onPlayerConnect();
   thread onPlayerConnected();
}
onPlayerConnect()
{
   for(;;)
   {
      level waittill( "connecting", player );
      player thread onPlayerSpawned();
      player thread onJoinedSpectators();
   }
}
onPlayerConnected()
{
   for(;;)
   {
      level waittill( "connected", player );
      self thread maps\mp\gametypes\_hud_message::hintMessage("GUNSHIP BATTLE by AZUMIKKEL");
      self thread maps\mp\gametypes\_hud_message::hintMessage("youtube.com/^2MPKILLER100");
   }
}
onPlayerSpawned()
{
   self endon("disconnect");
   for(;;)
   {
      self waittill("spawned_player");
      self thread maps\mp\gametypes\_hud::fadeToBlackForXSec( 0.0, 4, 0, 1 );
      self hide();
      wait 2;
      self freeze_player_controls( true );
      self maps\mp\_helicopter::useKillstreakHelicopter();
      self.health = 9999999;
      self.maxhealth = self.health;
      self takeAllWeapons();
      self giveWeapon("napalm_mp");
      self switchToWeapon("napalm_mp");
   }
}
onJoinedSpectators()
{
   self endon( "disconnect" );
   for(;;)
   {
      self waittill( "joined_spectators" );
   }
}
onDeath()
{
   self endon("disconnect");
   for(;;)
   {
      self waittill("death");
      self thread maps\mp\_helicopter::destroyHelicopter();
   }
}
onTimeup()
{
   self endon("disconnect");
   self endon("death");
   self waittill("heli_timeup");
   self.health = 1;
}

Also, your killstreak rules need this in order to work. Also, it needs to be compressed in order to fit. if its not you have to resize it.

Code:
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
init()
{
   level.killstreakrules = [];
   level.killstreaktype = [];
   createRule( "vehicle", 99, 99);
   createRule( "firesupport", 99, 99);
   createRule( "airsupport", 99, 99);
   createRule( "playercontrolledchopper", 99, 99);
   createRule( "chopperInTheAir", 99, 99);
   createRule( "chopper", 99, 99);
   createRule( "dog", 99, 99);
   createRule( "turret", 99, 99);
   createRule( "weapon", 99, 99);
   createRule( "satellite", 99, 99);
   createRule( "supplydrop", 99, 99);
   createRule( "rcxd", 99, 99);
   createRule( "targetableent", 99, 99);
   addKillstreakToRule( "helicopter_mp", "vehicle", true, true );
   addKillstreakToRule( "helicopter_mp", "chopper", true, true );
   addKillstreakToRule( "helicopter_mp", "playercontrolledchopper", false, true );
   addKillstreakToRule( "helicopter_mp", "chopperInTheAir", true, false );
   addKillstreakToRule( "helicopter_mp", "targetableent", true, true );
   addKillstreakToRule( "helicopter_x2_mp", "vehicle", true, true );
   addKillstreakToRule( "helicopter_x2_mp", "chopper", true, true );
   addKillstreakToRule( "helicopter_x2_mp", "playercontrolledchopper", false, true );
   addKillstreakToRule( "helicopter_x2_mp", "chopperInTheAir", true, false );
   addKillstreakToRule( "helicopter_x2_mp", "targetableent", true, true );
   addKillstreakToRule( "helicopter_comlink_mp", "vehicle", true, true );
   addKillstreakToRule( "helicopter_comlink_mp", "chopper", true, true );
   addKillstreakToRule( "helicopter_comlink_mp", "playercontrolledchopper", false, true );
   addKillstreakToRule( "helicopter_comlink_mp", "chopperInTheAir", true, false );
   addKillstreakToRule( "helicopter_comlink_mp", "targetableent", true, true );
   addKillstreakToRule( "rcbomb_mp", "rcxd", true, true );
   addKillstreakToRule( "supply_drop_mp", "vehicle", true, true );
   addKillstreakToRule( "supply_drop_mp", "supplydrop", true, true );
   addKillstreakToRule( "supply_drop_mp", "targetableent", true, true );
   addKillstreakToRule( "supply_station_mp", "vehicle", true, true );
   addKillstreakToRule( "supply_station_mp", "supplydrop", true, true );
   addKillstreakToRule( "supply_station_mp", "targetableent", true, true );
   addKillstreakToRule( "tow_turret_drop_mp", "vehicle", true, true );
   addKillstreakToRule( "turret_drop_mp", "vehicle", true, true );
   addKillstreakToRule( "tow_turret_drop_mp", "supplydrop", true, true );
   addKillstreakToRule( "turret_drop_mp", "supplydrop", true, true );
   addKillstreakToRule( "autoturret_mp", "turret", true, true );
   addKillstreakToRule( "auto_tow_mp", "turret", true, true );
   addKillstreakToRule( "minigun_mp", "weapon", true, true );
   addKillstreakToRule( "m202_flash_mp", "weapon", true, true );
   addKillstreakToRule( "mp40_drop_mp", "weapon", true, true );
   addKillstreakToRule( "dogs_mp", "dog", true, true );
   addKillstreakToRule( "artillery_mp", "firesupport", true, true );
   addKillstreakToRule( "mortar_mp", "firesupport", true, true );
   addKillstreakToRule( "napalm_mp", "vehicle", true, true );
   addKillstreakToRule( "napalm_mp", "airsupport", true, true );
   addKillstreakToRule( "airstrike_mp", "vehicle", true, true );
   addKillstreakToRule( "airstrike_mp", "airsupport", true, true );
   addKillstreakToRule( "radardirection_mp", "satellite", true, true );
   addKillstreakToRule( "radar_mp", "targetableent", true, true );
   addKillstreakToRule( "counteruav_mp", "targetableent", true, true );
}
createRule( rule, maxAllowable, maxAllowablePerTeam )
{
   if ( !level.teambased )
   {
      if ( maxAllowable > maxAllowablePerTeam )
      {
         maxAllowable = maxAllowablePerTeam;
      }
   }
   level.killstreakrules[rule] = spawnstruct();
   level.killstreakrules[rule].cur = 0;
   level.killstreakrules[rule].curTeam = [];
   level.killstreakrules[rule].max = maxAllowable;
   level.killstreakrules[rule].maxPerTeam = maxAllowablePerTeam;
}
addKillstreakToRule( hardpointType, rule, countTowards, checkAgainst )
{
   if ( !isdefined (level.killstreaktype[hardpointType] ) ) level.killstreaktype[hardpointType] = [];
   keys = GetArrayKeys( level.killstreaktype[hardpointType] );
   assert( isdefined(level.killstreakrules[rule] ) );
   if ( !isdefined( level.killstreaktype[hardpointType][rule] ) ) level.killstreaktype[hardpointType][rule] = spawnstruct();
   level.killstreaktype[hardpointType][rule].counts = countTowards;
   level.killstreaktype[hardpointType][rule].checks = checkAgainst;
}
killstreakStart( hardpointType, team, hacked )
{
   if ( self isKillstreakAllowed( hardpointType, team ) == false ) return false;
   assert ( isdefined ( hardpointType ) );
   if( !IsDefined( hacked ) ) hacked = false;
   if ( isdefined( level.killstreaks[hardpointType] ) && isdefined( level.killstreaks[hardpointType].inboundtext ) && !hacked ) level thread maps\mp\_popups::DisplayKillstreakTeamMessageToAll( hardpointType, self );
   keys = GetArrayKeys( level.killstreaktype[hardpointType] );
   for ( i = 0;i < keys.size;i++ )
   {
      if ( !level.killstreaktype[hardpointType][keys[i]].counts ) continue;
      assert( isdefined(level.killstreakrules[keys[ i ]] ) );
      level.killstreakrules[keys[ i ]].cur++;
      if ( level.teambased )
      {
         if ( !isdefined( level.killstreakrules[keys[ i ]].curTeam[team] ) ) level.killstreakrules[keys[ i ]].curTeam[team] = 0;
         level.killstreakrules[keys[ i ]].curTeam[team]++;
      }
   }
   return true;
}
killstreakStop( hardpointType, team )
{
   assert ( isdefined ( hardpointType ) );
   keys = GetArrayKeys( level.killstreaktype[hardpointType] );
   for ( i = 0;i < keys.size;i++ )
   {
      if ( !level.killstreaktype[hardpointType][keys[i]].counts ) continue;
      assert( isdefined(level.killstreakrules[keys[ i ]] ) );
      level.killstreakrules[keys[ i ]].cur--;
      assert (level.killstreakrules[keys[ i ]].cur >= 0 );
      if ( level.teambased )
      {
         assert( isdefined( team ) );
         assert( isdefined( level.killstreakrules[keys[ i ]].curTeam[team] ) );
         level.killstreakrules[keys[ i ]].curTeam[team]--;
         assert (level.killstreakrules[keys[ i ]].curTeam[team] >= 0 );
      }
   }
}
isKillstreakAllowed( hardpointType, team )
{
   assert ( isdefined ( hardpointType ) );
   isAllowed = true;
   keys = GetArrayKeys( level.killstreaktype[hardpointType] );
   for ( i = 0;i < keys.size;i++ )
   {
      if ( !level.killstreaktype[hardpointType][keys[i]].checks ) continue;
      if ( level.killstreakrules[keys[ i ]].max != 0 )
      {
         if (level.killstreakrules[keys[ i ]].cur >= level.killstreakrules[keys[ i ]].max) isAllowed = false;
      }
      if ( level.teambased && level.killstreakrules[keys[ i ]].maxPerTeam != 0 )
      {
         if ( !isdefined( level.killstreakrules[keys[ i ]].curTeam[team] ) ) level.killstreakrules[keys[ i ]].curTeam[team] = 0;
         if (level.killstreakrules[keys[ i ]].curTeam[team] >= level.killstreakrules[keys[ i ]].maxPerTeam) isAllowed = false;
      }
   }
   if ( isDefined( self.lastStand ) && self.lastStand ) isAllowed = false;
   if ( isAllowed == false )
   {
      if ( isdefined( level.killstreaks[hardpointType] ) && isdefined( level.killstreaks[hardpointType].notAvailableText ) ) self iprintlnbold( level.killstreaks[hardpointType].notAvailableText );
   }
   return isAllowed;
}
killstreak_debug_text( text )
{
}


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