This is for all. Can somebody say how i can create ranks per kills?
Xfire:rockybalboa23
Thanks.
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This is for all. Can somebody say how i can create ranks per kills?
Xfire:rockybalboa23
Thanks.
What have you tried already?
Or are you just asking us for a script, cause that is not going to work.
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?)
I have accounts,other stuff for mod,now just need ranks per kills.
Code: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
You are not doing anything yourself. Show some effort
if you want to give someone 1 rank more if you kill someone, you should do this under attacker.score ++; : self.stats["ranks"] ++;
no no..something like 100,200 how much i want kills for rank not kill=rank
attacker.rankkill++; under attacker.score ++;
then make another script.
if(attacker.rankkill <=10
attacker.rank= 1;
else if (attacker.rankkill >20)
attacker.rankill =2;
Guys...Ni3ls this what you type in gametype and nothing other?
i dont know. try and test it
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?)
If you want those stats without saving the data make a file called "...\whateverdirectoryareyouscripts\_rank.gsc" and in the file putThen in your gametype .gsc in Callback_PlayerConnect(), possibly after level notify("connected", self);PHP Code:
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"]);
}
And then in Callback_PlayerKilled just under attacker.score++;PHP Code:
thread whateverdirectoryareyouscripts\_rank::RankHud();
In the same callback just before setTeamScore(attacker.pers["team"], getTeamScore(attacker.pers["team"]) + 1);PHP Code:
attacker.stats["kills"]++;
Finally Precache the hud label somewhere in the Callback_StartGametype()PHP Code:
attacker thread whateverdirectoryareyouscripts\_rank::UpdateRank(); // Update self.stats["rank"] value
attacker.rankHud setvalue(attacker.stats["rank"]); // Rank Set value on hud
PHP Code:
game["ranklabel"] = &"^7Rank: ";
precacheString(game["ranklabel"]);
I do that all...but it dont show hud and ranks dont work,and no script error.
Add xfire:rockybalboa23
developer 1
It's hard to tell the problem but I'd guess it's my mistake and sorry for that, edit:PHP Code:
self.rankHud.y = 60; // Change it to:
self.rankHud.y = -60;
That just because you put on the precache:
But its must be:PHP Code:
game["ranklabel"] = &"^7Rank: ";
precacheString(game["ranklabel"]);
PHP Code:
game["rank_label"] = &"^7Rank: ";
precacheString(game["rank_label"]);
not working? :) tested and nothing -.-
test with developer 1
Attachment 526
Its work for me, just test.
aha...idk why..but it dont work at my mod.
I will put zom.gsc script here and if you can look like a dm...or add xfire:rockybalboa23
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
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.
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 ?!
I-D-O-N-T-K-N-O-W...its not working at zom..all can see my zom gametype just add xfire:rockybalboa23
Ty...sry for this shit xD.
Its working i forgot to change hud coordinates.
LoL -.- That's all I can say, next time please read a bit more carefully.
why this is not working?? || self.stats["rank"] < 10) in _weapons.gsc restricted
for unlocking
is it defined? Debug with developer 1
it dont have error,but i cant take weapon at rank 1.
thats kinda the point when you have if(rank < 10) return restricted;
// American
case "m4_mp":
if(!getcvarint("scr_allow_m1carbine") || rank < 10)
{
//self iprintln(&"MP_M1A1_CARBINE_IS_A_RESTRICTED");
response = "restricted";
}
break;
That?
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.
working.
Code:case "m1carbine_mp":
if(self.stats["rank"] < 1)
{
//self iprintln(&"MP_M1A1_CARBINE_IS_A_RESTRICTED");
response = "restricted";
}