MW2 - Mod Help

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MW2 - Mod Help

Post by |Master| » August 18th, 2010, 4:15 pm

//// GunGame - Mod ////

anyone know how to get this _rank.gsc working on mw2 & what you need for it? and check if it's correct?
Thank You.
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

initGuns()
{
self.inverse = false; //Inverted gungame?
self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
self.finalkills = 5; //Kills to win after getting final weapon
self.gunList = [];
// Gun Name, Laser Sight, Akimbo
self.gunList[0] = createGun("throwingknife_mp", 9, false, false);
self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
self.gunList[5] = createGun("pp2000_mp", 9, true, false);
self.gunList[6] = createGun("tmp_mp", 9, true, false);
self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
self.gunList[8] = createGun("glock_mp", 9, true, false);
self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
self.gunList[31] = createGun("m79_mp", 9, false, false);
self.gunList[32] = createGun("at4_mp", 9, true, false);
self.gunList[33] = createGun("rpg_mp", 9, false, false);
self.gunList[34] = createGun("javelin_mp", 9, true, false);
}

createGun(gunName, camo, laserSight, akimbo)
{
gun = spawnstruct();
gun.name = gunName;
gun.camo = camo;
gun.laser = laserSight;
gun.akimbo = akimbo;
return gun;
}

doBinds() //Put persistent threads that are started once here
{
self.firstRun = true;
self thread initGuns();
self.nv = false;
self thread killCrosshairs();
self thread doScore();
self thread doGun();
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
setDvar("scr_dm_timelimit", 0);
setDvar("ui_gametype", "ffa");
setDvar("scr_game_hardpoints", 0);
setDvar("scr_game_killstreakdelay", 9999999);
}

doDvars() //Put threads that are called with every respawn
{
setDvar("g_speed", 220);
setDvar("bg_fallDamageMaxHeight", 1);
setDvar("bg_fallDamageMinHeight", 99999);
self se***ientDvar("player_meleerange", 0);
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
if(self.nv) self VisionSetNakedForPlayer("default_night_mp", 1);
else self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self thread doNV();
if(self.firstRun){
if(self.inverse){
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Inverse Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Downgrade Your Gun");
}else{
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Upgrade Your Gun");
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision");
//DO NOT REMOVE THE FOLLOWING LINE
self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Donate at skixtech.com/donate!");
//DO NOT REMOVE THAT ^
self.firstRun = false;
}
}

doGun()
{
self endon("disconnect");
if(self.inverse) self.curgun = self.gunList.size - 1;
else self.curgun = 0;
curscore = 0;
done = false;
while(true){
if(self.inverse && self.curgun <= 0) done = true;
if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
if(!done){
if(self.inverse && (self.score - curscore >= self.upgscore)){
self.curgun--;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
curscore = self.score;
}else if((self.score - curscore >= self.upgscore)){
self.curgun++;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self se***ientDvar("laserForceOn", 1);
else self se***ientDvar("laserForceOn", 0);
self takeAllWeapons();
self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
self switchToWeapon(self.gunList[self.curgun].name);
wait .2;
}
self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2;
}
}

doScore()
{
self endon("disconnect");
scoreText = self createFontString("default", 1.5);
scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
while(true)
{
scoreText setText("^3 Level " + self.curgun);
wait .2;
}
}

doNV() //Night Vision
{
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
while(true){
self waittill("dpad_up");
self playSound("claymore_activated");
if(!self.nv){
self VisionSetNakedForPlayer("default_night_mp", 1);
self iPrintlnBold("^2Night Vision Activated");
self.nv = true;
}else{
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self iPrintlnBold("^2Night Vision Deactivated");
self.nv = false;
}
}
}

killCrosshairs() //Get rid of those fucking useless hax
{
self endon("disconnect");

while(true){
setDvar("cg_drawcrosshair", 0);
self se***ientDvar("cg_scoreboardPingText", 1);
self se***ientDvar("com_maxfps", 0);
self se***ientDvar("cg_drawFPS", 1);
wait 1;
}
}


init()
{
precacheModel("test_sphere_silver");
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

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 );
}

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

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
player thread doBinds();
}
}

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

for(;;)
{
self waittill( "spawned_player" );
self thread doDvars();
}
}

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;
}
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R4d0xZz
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Re: MW2 - Mod Help

Post by R4d0xZz » August 18th, 2010, 9:48 pm

There is allready a gun-game-mod for MW2.
http://www.se7ensins.com/forums/forum/1 ... 2-modding/
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|Master|
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Posts: 331
Joined: December 21st, 2009, 2:31 pm

Re: MW2 - Mod Help

Post by |Master| » August 19th, 2010, 10:56 am

R4d0xZz wrote:There is allready a gun-game-mod for MW2.
http://www.se7ensins.com/forums/forum/1 ... 2-modding/
I couldn't find gungame there :O
also this are xbox scripts,
Does it also counts for PC version? cause I would like to host gungame mod on MW2.
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R4d0xZz
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Re: MW2 - Mod Help

Post by R4d0xZz » August 19th, 2010, 12:03 pm

you want to use the modloader to host public games on the orginal mw2 ?
ban incoming :D
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|Master|
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Posts: 331
Joined: December 21st, 2009, 2:31 pm

Re: MW2 - Mod Help

Post by |Master| » August 19th, 2010, 12:39 pm

Nah :P I wanna host gungame in private server, same system like cj mod in mw2. just other .gsc
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