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Rocky
22nd October 2013, 19:30
This is for all. Can somebody say how i can create ranks per kills?



Xfire:rockybalboa23
Thanks.

IzNoGoD
22nd October 2013, 21:19
What have you tried already?

Or are you just asking us for a script, cause that is not going to work.

YuriJurek
22nd October 2013, 23:19
It's as easy as putting a single line in OnPlayerKilled Callback, wherever you see attacker.score++; you should add attacker.rank++; underneath it.
This way you would have your "ranks per kills", ofc you'll need some hud to display this but I think you meant just a normal ranking system which include?(exp,ranks,saving data?)

Rocky
23rd October 2013, 10:42
I have accounts,other stuff for mod,now just need ranks per kills.


init()
{
level.ranks=[];
level.ranks[level.ranks.size]=0;
level.ranks[level.ranks.size]=30;
level.ranks[level.ranks.size]=60;
level.ranks[level.ranks.size]=100;
level.ranks[level.ranks.size]=150;
level.ranks[level.ranks.size]=250;
level.ranks[level.ranks.size]=400;
level.ranks[level.ranks.size]=600;
level.ranks[level.ranks.size]=800;
level.ranks[level.ranks.size]=900;
level.ranks[level.ranks.size]=1000; //10 Rank
level.ranks[level.ranks.size]=1200;
level.ranks[level.ranks.size]=1400;
level.ranks[level.ranks.size]=1500;
level.ranks[level.ranks.size]=1800;
level.ranks[level.ranks.size]=2000;
level.ranks[level.ranks.size]=2400;
level.ranks[level.ranks.size]=2800;
level.ranks[level.ranks.size]=3100;
level.ranks[level.ranks.size]=3600;
level.ranks[level.ranks.size]=5500; //20 Rank
level.ranks[level.ranks.size]=7500;
level.ranks[level.ranks.size]=10000;
level.ranks[level.ranks.size]=11100;
level.ranks[level.ranks.size]=12200;
level.ranks[level.ranks.size]=13000;
level.ranks[level.ranks.size]=14100;
level.ranks[level.ranks.size]=15100;
level.ranks[level.ranks.size]=16100;
level.ranks[level.ranks.size]=17100;
level.ranks[level.ranks.size]=19100; //30 Rank
level.ranks[level.ranks.size]=22100;
level.ranks[level.ranks.size]=24100;
level.ranks[level.ranks.size]=26100;
level.ranks[level.ranks.size]=28100;
level.ranks[level.ranks.size]=30100;
level.ranks[level.ranks.size]=33100;
level.ranks[level.ranks.size]=36100;
level.ranks[level.ranks.size]=39100;
level.ranks[level.ranks.size]=42100;
level.ranks[level.ranks.size]=44100; //40 Rank
level.ranks[level.ranks.size]=47100;
level.ranks[level.ranks.size]=50100;
level.ranks[level.ranks.size]=52100;
level.ranks[level.ranks.size]=53100;
level.ranks[level.ranks.size]=55150;
level.ranks[level.ranks.size]=57160;
level.ranks[level.ranks.size]=59170;
level.ranks[level.ranks.size]=62180;
level.ranks[level.ranks.size]=64190;
level.ranks[level.ranks.size]=68000; //50 Rank
level.ranks[level.ranks.size]=70100;
level.ranks[level.ranks.size]=73300;
level.ranks[level.ranks.size]=78400;
level.ranks[level.ranks.size]=81550;
level.ranks[level.ranks.size]=83660;
level.ranks[level.ranks.size]=84770;
level.ranks[level.ranks.size]=86880;
level.ranks[level.ranks.size]=90990;
level.ranks[level.ranks.size]=94000;
level.ranks[level.ranks.size]=97200; //60 Rank
level.ranks[level.ranks.size]=100030;
level.ranks[level.ranks.size]=100544;
level.ranks[level.ranks.size]=101000;
level.ranks[level.ranks.size]=102000;
level.ranks[level.ranks.size]=105000;
level.ranks[level.ranks.size]=109000;
level.ranks[level.ranks.size]=112000;
level.ranks[level.ranks.size]=115000;
level.ranks[level.ranks.size]=117000;
level.ranks[level.ranks.size]=120000; //70 Rank
level.ranks[level.ranks.size]=123000;
level.ranks[level.ranks.size]=137000;
level.ranks[level.ranks.size]=140000;
level.ranks[level.ranks.size]=145000;
level.ranks[level.ranks.size]=150000;
level.ranks[level.ranks.size]=155000;
level.ranks[level.ranks.size]=160000;
level.ranks[level.ranks.size]=165000;
level.ranks[level.ranks.size]=170000;
level.ranks[level.ranks.size]=175000; //80 Rank
level.ranks[level.ranks.size]=180000;
level.ranks[level.ranks.size]=185000;
level.ranks[level.ranks.size]=195000;
level.ranks[level.ranks.size]=200000;
level.ranks[level.ranks.size]=202000;
level.ranks[level.ranks.size]=204000;
level.ranks[level.ranks.size]=206000;
level.ranks[level.ranks.size]=208000;
level.ranks[level.ranks.size]=210000;
level.ranks[level.ranks.size]=212000; //90 Rank
level.ranks[level.ranks.size]=214000;
level.ranks[level.ranks.size]=216000;
level.ranks[level.ranks.size]=218000;
level.ranks[level.ranks.size]=220000;
level.ranks[level.ranks.size]=222000;
level.ranks[level.ranks.size]=224000;
level.ranks[level.ranks.size]=226000;
level.ranks[level.ranks.size]=228000;
level.ranks[level.ranks.size]=232000;
level.ranks[level.ranks.size]=234000; // rank = 100
level.ranks[level.ranks.size]=236000;
level.ranks[level.ranks.size]=238000;
level.ranks[level.ranks.size]=240000;
level.ranks[level.ranks.size]=242000;
level.ranks[level.ranks.size]=244000;
level.ranks[level.ranks.size]=246000;
level.ranks[level.ranks.size]=248000;
level.ranks[level.ranks.size]=250000;
level.ranks[level.ranks.size]=252000;
level.ranks[level.ranks.size]=254000; // rank = 110
level.ranks[level.ranks.size]=256000;
level.ranks[level.ranks.size]=258000;
level.ranks[level.ranks.size]=260000;
level.ranks[level.ranks.size]=262000;
level.ranks[level.ranks.size]=264000;
level.ranks[level.ranks.size]=266000;
level.ranks[level.ranks.size]=268000;
level.ranks[level.ranks.size]=270000;
level.ranks[level.ranks.size]=280000;
level.ranks[level.ranks.size]=300000; // rank = 120
level.ranks[level.ranks.size]=301000;
level.ranks[level.ranks.size]=303000;
level.ranks[level.ranks.size]=305000;
level.ranks[level.ranks.size]=307000;
level.ranks[level.ranks.size]=310000;
level.ranks[level.ranks.size]=313000;
level.ranks[level.ranks.size]=315000;
level.ranks[level.ranks.size]=317000;
level.ranks[level.ranks.size]=320000;
level.ranks[level.ranks.size]=324000; // rank = 130
level.ranks[level.ranks.size]=325000;
level.ranks[level.ranks.size]=327000;
level.ranks[level.ranks.size]=328000;
level.ranks[level.ranks.size]=329000;
level.ranks[level.ranks.size]=333000;
level.ranks[level.ranks.size]=336000;
level.ranks[level.ranks.size]=340000;
level.ranks[level.ranks.size]=342000;
level.ranks[level.ranks.size]=344000;
level.ranks[level.ranks.size]=346000; // rank = 140
level.ranks[level.ranks.size]=348000;
level.ranks[level.ranks.size]=350000;
level.ranks[level.ranks.size]=352000;
level.ranks[level.ranks.size]=354000;
level.ranks[level.ranks.size]=356000;
level.ranks[level.ranks.size]=358000;
level.ranks[level.ranks.size]=360000;
level.ranks[level.ranks.size]=363000;
level.ranks[level.ranks.size]=366000;
level.ranks[level.ranks.size]=369000; // rank = 150
level.ranks[level.ranks.size]=372000;
level.ranks[level.ranks.size]=375000;
level.ranks[level.ranks.size]=378000;
level.ranks[level.ranks.size]=381000;
level.ranks[level.ranks.size]=384000;
level.ranks[level.ranks.size]=388000;
level.ranks[level.ranks.size]=392000;
level.ranks[level.ranks.size]=396000;
level.ranks[level.ranks.size]=401000;
level.ranks[level.ranks.size]=405000; // rank = 160
level.ranks[level.ranks.size]=410000;
level.ranks[level.ranks.size]=415000;
level.ranks[level.ranks.size]=420000;
level.ranks[level.ranks.size]=425000;
level.ranks[level.ranks.size]=430000;
level.ranks[level.ranks.size]=432000;
level.ranks[level.ranks.size]=437000;
level.ranks[level.ranks.size]=443000;
level.ranks[level.ranks.size]=449000;
level.ranks[level.ranks.size]=454000; // rank = 170
level.ranks[level.ranks.size]=459000;
level.ranks[level.ranks.size]=465000;
level.ranks[level.ranks.size]=471000;
level.ranks[level.ranks.size]=477000;
level.ranks[level.ranks.size]=485000;
level.ranks[level.ranks.size]=482000;
level.ranks[level.ranks.size]=489000;
level.ranks[level.ranks.size]=495000;
level.ranks[level.ranks.size]=503000;
level.ranks[level.ranks.size]=510000; // rank = 180
level.ranks[level.ranks.size]=518000;
level.ranks[level.ranks.size]=527000;
level.ranks[level.ranks.size]=535000;
level.ranks[level.ranks.size]=543000;
level.ranks[level.ranks.size]=550000;
level.ranks[level.ranks.size]=557000;
level.ranks[level.ranks.size]=565000;
level.ranks[level.ranks.size]=573000;
level.ranks[level.ranks.size]=580000;
level.ranks[level.ranks.size]=585000; // rank = 190
level.ranks[level.ranks.size]=595000;
level.ranks[level.ranks.size]=605000;
level.ranks[level.ranks.size]=615000;
level.ranks[level.ranks.size]=626000;
level.ranks[level.ranks.size]=637000;
level.ranks[level.ranks.size]=648000;
level.ranks[level.ranks.size]=659000;
level.ranks[level.ranks.size]=670000;
level.ranks[level.ranks.size]=685000;
level.ranks[level.ranks.size]=900000; // rank = 200
level.ranks[level.ranks.size]=910000;
level.ranks[level.ranks.size]=925000;
level.ranks[level.ranks.size]=935000;
level.ranks[level.ranks.size]=945000;
level.ranks[level.ranks.size]=965000;
level.ranks[level.ranks.size]=985000;
level.ranks[level.ranks.size]=990000;
level.ranks[level.ranks.size]=1010000;
level.ranks[level.ranks.size]=1025000;
level.ranks[level.ranks.size]=1032000; // rank = 210
level.ranks[level.ranks.size]=1049000;
level.ranks[level.ranks.size]=1056000;
level.ranks[level.ranks.size]=1068000;
level.ranks[level.ranks.size]=1077000;
level.ranks[level.ranks.size]=1090000;
level.ranks[level.ranks.size]=1110000;
level.ranks[level.ranks.size]=1115000;
level.ranks[level.ranks.size]=1122000;
level.ranks[level.ranks.size]=1130000;
level.ranks[level.ranks.size]=1142000; // rank = 220
level.ranks[level.ranks.size]=1150000;
level.ranks[level.ranks.size]=1160000;
level.ranks[level.ranks.size]=1165000;
level.ranks[level.ranks.size]=1170000;
level.ranks[level.ranks.size]=1180000;
level.ranks[level.ranks.size]=1190000;
level.ranks[level.ranks.size]=1195000;
level.ranks[level.ranks.size]=1200000;
level.ranks[level.ranks.size]=1210000;
level.ranks[level.ranks.size]=1215000; // rank = 230
level.ranks[level.ranks.size]=1220100;
level.ranks[level.ranks.size]=1225200;
level.ranks[level.ranks.size]=1233000;
level.ranks[level.ranks.size]=1235400;
level.ranks[level.ranks.size]=1240500;
level.ranks[level.ranks.size]=1250600;
level.ranks[level.ranks.size]=1255700;
level.ranks[level.ranks.size]=1260800;
level.ranks[level.ranks.size]=1271000;
level.ranks[level.ranks.size]=1290000; // rank = 240
level.ranks[level.ranks.size]=1320000;
level.ranks[level.ranks.size]=1348000;
level.ranks[level.ranks.size]=1367000;
level.ranks[level.ranks.size]=1399000;
level.ranks[level.ranks.size]=1406000;
level.ranks[level.ranks.size]=1428000;
level.ranks[level.ranks.size]=1430000;
level.ranks[level.ranks.size]=1450000;
level.ranks[level.ranks.size]=1480000;
level.ranks[level.ranks.size]=1500000; // rank = 250

Ni3ls
23rd October 2013, 11:17
You are not doing anything yourself. Show some effort

Loveboy
23rd October 2013, 11:41
if you want to give someone 1 rank more if you kill someone, you should do this under attacker.score ++; : self.stats["ranks"] ++;

Rocky
23rd October 2013, 18:38
no no..something like 100,200 how much i want kills for rank not kill=rank

Ni3ls
23rd October 2013, 18:42
attacker.rankkill++; under attacker.score ++;
then make another script.
if(attacker.rankkill <=10
attacker.rank= 1;

else if (attacker.rankkill >20)
attacker.rankill =2;

IzNoGoD
23rd October 2013, 19:13
What have you tried already?

Or are you just asking us for a script, cause that is not going to work.

Just gonna quote myself for this.

Rocky
23rd October 2013, 19:39
Guys...Ni3ls this what you type in gametype and nothing other?

Ni3ls
23rd October 2013, 20:14
i dont know. try and test it

Rocky
24th October 2013, 18:39
does somebody can help with simple ranking xp?


YuriJurek say this.. i need it.without saving data
It's as easy as putting a single line in OnPlayerKilled Callback, wherever you see attacker.score++; you should add attacker.rank++; underneath it.
This way you would have your "ranks per kills", ofc you'll need some hud to display this but I think you meant just a normal ranking system which include?(exp,ranks,saving data?)

YuriJurek
24th October 2013, 23:09
If you want those stats without saving the data make a file called "...\whateverdirectoryareyouscripts\_rank.gsc" and in the file put
UpdateRank()
{
if(self.stats["kills"] <= 1)
self.stats["rank"] = 1;
else if(self.stats["kills"] > 25)
self.stats["rank"] = 2;
else if(self.stats["kills"] > 50)
self.stats["rank"] = 3;
else if(self.stats["kills"] > 100)
self.stats["rank"] = 4;
else if(self.stats["kills"] > 200)
self.stats["rank"] = 5;
else if(self.stats["kills"] > 400)
self.stats["rank"] = 6;
else if(self.stats["kills"] > 600)
self.stats["rank"] = 7;
else if(self.stats["kills"] > 800)
self.stats["rank"] = 8;
else if(self.stats["kills"] > 1000)
self.stats["rank"] = 9;
else if(self.stats["kills"] > 1200)
self.stats["rank"] = 10;
}

RankHud()
{
// Rank Hud
if(!isDefined(self.rankHud))
self.rankHud = NewClientHudElem(self);

self.rankHud.horzAlign = "right";
self.rankHud.vertAlign = "top";
self.rankHud.x = -90;
self.rankHud.y = 60;
self.rankHud.font = "default";
self.rankHud.fontscale = 1.0;
self.rankHud.label = game["rank_label"];

// Defaults
self.stats["rank"] = 0;
self.stats["kills"] = 0;
self.rankHud setvalue(self.stats["rank"]);
}

Then in your gametype .gsc in Callback_PlayerConnect(), possibly after level notify("connected", self);

thread whateverdirectoryareyouscripts\_rank::RankHud();

And then in Callback_PlayerKilled just under attacker.score++;

attacker.stats["kills"]++;

In the same callback just before setTeamScore(attacker.pers["team"], getTeamScore(attacker.pers["team"]) + 1);

attacker thread whateverdirectoryareyouscripts\_rank::UpdateRank() ; // Update self.stats["rank"] value
attacker.rankHud setvalue(attacker.stats["rank"]); // Rank Set value on hud

Finally Precache the hud label somewhere in the Callback_StartGametype()

game["ranklabel"] = &"^7Rank: ";
precacheString(game["ranklabel"]);

Rocky
25th October 2013, 18:35
I do that all...but it dont show hud and ranks dont work,and no script error.
Add xfire:rockybalboa23

Ni3ls
25th October 2013, 18:54
developer 1

YuriJurek
25th October 2013, 19:17
It's hard to tell the problem but I'd guess it's my mistake and sorry for that, edit:
self.rankHud.y = 60; // Change it to:

self.rankHud.y = -60;

thOuMta
25th October 2013, 21:06
That just because you put on the precache:


game["ranklabel"] = &"^7Rank: ";
precacheString(game["ranklabel"]);

But its must be:


game["rank_label"] = &"^7Rank: ";
precacheString(game["rank_label"]);

Rocky
26th October 2013, 12:18
not working? :) tested and nothing -.-

Ni3ls
27th October 2013, 13:22
test with developer 1

thOuMta
27th October 2013, 18:17
526
Its work for me, just test.

Rocky
27th October 2013, 19:02
aha...idk why..but it dont work at my mod.

Rocky
28th October 2013, 16:04
I will put zom.gsc script here and if you can look like a dm...or add xfire:rockybalboa23

Ni3ls
28th October 2013, 17:04
Look dm.gsc and add the things to ur zom.gsc. Its not hard... You dont do anything yourself. If it doesnt work you will get an error. Test with developer 1 and post the error here

IzNoGoD
28th October 2013, 17:08
You put a modified dm.gsc file in your mod (which only uses zom.gsc) and expected it to magically work in zom gametype? Dream on
and get your head out of your arse.

changed on request.

YuriJurek
28th October 2013, 17:43
Hehe, I don't know if there's any "easier" way to explain how to put a simple script into your mod, that's just ridiculous, how did you managed to put the rest of your mod together ?!

Rocky
28th October 2013, 18:11
I-D-O-N-T-K-N-O-W...its not working at zom..all can see my zom gametype just add xfire:rockybalboa23

Rocky
29th October 2013, 06:10
Ty...sry for this shit xD.
Its working i forgot to change hud coordinates.

YuriJurek
29th October 2013, 15:39
LoL -.- That's all I can say, next time please read a bit more carefully.

Rocky
1st December 2013, 10:03
why this is not working?? || self.stats["rank"] < 10) in _weapons.gsc restricted
for unlocking

Ni3ls
1st December 2013, 12:19
is it defined? Debug with developer 1

Rocky
1st December 2013, 12:26
it dont have error,but i cant take weapon at rank 1.

IzNoGoD
1st December 2013, 13:17
thats kinda the point when you have if(rank < 10) return restricted;

Rocky
1st December 2013, 13:24
// American
case "m4_mp":
if(!getcvarint("scr_allow_m1carbine") || rank < 10)
{
//self iprintln(&"MP_M1A1_CARBINE_IS_A_RESTRICTED");
response = "restricted";
}
break;

That?

Tally
1st December 2013, 13:44
it dont have error,but i cant take weapon at rank 1.

The game will restrict when a dvar is not satisfied, or a player has a rank of less than 10. It sounds like you want it the other way - you want rank 1 players to have access to the weapon. So, the answer is simple: DON'T RESTRICT THEM AT RANK 1!, which is what you are doing.

You need to learn to grasp LOGIC! What you are doing is not logical.

Rocky
1st December 2013, 13:50
working.




case "m1carbine_mp":
if(self.stats["rank"] < 1)
{
//self iprintln(&"MP_M1A1_CARBINE_IS_A_RESTRICTED");
response = "restricted";
}