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Thread: Cod4 - a few ideas i need confirming

  1. #11
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    The free stat numbers for WaW are the same as for COD4. These are all of them:

    Code:
    3150
    3151
    3152
    3153
    3154
    3155
    3156
    3157
    3158
    3159
    3160
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    3210
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  3. #12
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    Quote Originally Posted by Tally View Post
    The free stat numbers for WaW are the same as for COD4. These are all of them:

    Code:
    3150
    3151
    3152
    3153
    3154
    3155
    3156
    3157
    3158
    3159
    3160
    3161
    3162
    3163
    3164
    3165
    3166
    3167
    3168
    3169
    3170
    3171
    3172
    3173
    3174
    3175
    3176
    3177
    3178
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    3180
    3181
    3182
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    3200
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    3210
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    Hello again, I was wondering if there was a way to grab a stat value and assign it to a dvars value through the UI (.menu files). ive tried doing all of the following but no luck :/

    Code:
    stat( dvarInt( mc_tokens ) + 3175 )
    
    statSetOnDvarStringValue( mc_tokens, 3175 )
    Theres also a few statget functions that i tried also. (this is for waw zombies just in-case the functions may be different compared to multiplayer)


    Any help would be greatly appreciated

  4. #13
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    Those values don't match: you are getting a stat for dvarInt( mc_tokens) + 3175; but you are trying to set the stat number 3175 when a dvar (mc_tokens) has a string value. In other words - mc_tokens is both a stat number and a string. Hence why it wont work. So, it looks to me like you are confused about what mc_tokens is - an integer or a string. So, here are 2 possible solutions:

    1. If you are trying to set a stat when a certain dvarstring matches a certain string value, you need only put in the string value for mc_tokens:

    Code:
    	#define stringvalue (dvarstring( mc_tokens ) == <return_certain_string_value>)
    	statSetOnDvarStringValue( mc_tokens, stringvalue, 3175, 1 );
    statSetOnDvarStringValue is in 4 parts; 1 = the dvarstring; 2 = the string value when to set the stat number; 3 = the stat number to set; 4 = the amount to set the stat number to.

    2. If you are trying to set a stat when the dvar is an integer value:

    Code:
    	#define dvarvalue (dvarbool( mc_tokens ) == <return_certain_int_value>)
    	statsetusingtable( 3175, dvarvalue );
    statsetusingtable is in 2 parts: 1 = the stat number to set; 2 = the stat value to set. It is the UI engine's version of setStat(). The reason it has "table" in its name is because you can get the stat value to set to from a table by using tableLookup().
    Last edited by Tally; 6th February 2015 at 13:04.

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    Uk_ViiPeR (6th February 2015)

  6. #14
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    Quote Originally Posted by Tally View Post
    Those values don't match: you are getting a stat for dvarInt( mc_tokens) + 3175; but you are trying to set the stat number 3175 when a dvar (mc_tokens) has a string value. In other words - mc_tokens is both a stat number and a string. Hence why it wont work. So, it looks to me like you are confused about what mc_tokens is - an integer or a string. So, here are 2 possible solutions:

    1. If you are trying to set a stat when a certain dvarstring matches a certain string value, you need only put in the string value for mc_tokens:

    Code:
    	#define stringvalue (dvarstring( mc_tokens ) == <return_certain_string_value>)
    	statSetOnDvarStringValue( mc_tokens, stringvalue, 3175, 1 );
    statSetOnDvarStringValue is in 4 parts; 1 = the dvarstring; 2 = the string value when to set the stat number; 3 = the stat number to set; 4 = the amount to set the stat number to.

    2. If you are trying to set a stat when the dvar is an integer value:

    Code:
    	#define dvarvalue (dvarbool( mc_tokens ) == <return_certain_int_value>)
    	statsetusingtable( 3175, dvarvalue );
    statsetusingtable is in 2 parts: 1 = the stat number to set; 2 = the stat value to set. It is the UI engine's version of setStat(). The reason it has "table" in its name is because you can get the stat value to set to from a table by using tableLookup().
    Okay thank you very much, ill try this to see if it works and ill get back to you on the results shortly
    Last edited by Tally; 6th February 2015 at 13:04.

  7. #15
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    Quote Originally Posted by Tally View Post
    Those values don't match: you are getting a stat for dvarInt( mc_tokens) + 3175; but you are trying to set the stat number 3175 when a dvar (mc_tokens) has a string value. In other words - mc_tokens is both a stat number and a string. Hence why it wont work. So, it looks to me like you are confused about what mc_tokens is - an integer or a string. So, here are 2 possible solutions:

    1. If you are trying to set a stat when a certain dvarstring matches a certain string value, you need only put in the string value for mc_tokens:

    Code:
    	#define stringvalue (dvarstring( mc_tokens ) == <return_certain_string_value>)
    	statSetOnDvarStringValue( mc_tokens, stringvalue, 3175, 1 );
    statSetOnDvarStringValue is in 4 parts; 1 = the dvarstring; 2 = the string value when to set the stat number; 3 = the stat number to set; 4 = the amount to set the stat number to.

    2. If you are trying to set a stat when the dvar is an integer value:

    Code:
    	#define dvarvalue (dvarbool( mc_tokens ) == <return_certain_int_value>)
    	statsetusingtable( 3175, dvarvalue );
    statsetusingtable is in 2 parts: 1 = the stat number to set; 2 = the stat value to set. It is the UI engine's version of setStat(). The reason it has "table" in its name is because you can get the stat value to set to from a table by using tableLookup().
    Thank you i got it to work in the end i was also wondering if it was possible to save custom dvars to either the savegame.svg or add them to your profile (gamerprofile_updategamerprofileFromDvars, updategamerprofile for short) so that they can load the dvars once and retrieve the correct values?

    also is it somehow possible (for coop zombies) to have some sort of way to update a dvar from a external hosted server? (e.g. a hosting website) just like the server.cfg files for cod4, but for zombies?

    Thank you for everything btw, it means a lot

  8. #16
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    Quote Originally Posted by Uk_ViiPeR View Post
    Thank you i got it to work in the end i was also wondering if it was possible to save custom dvars to either the savegame.svg or add them to your profile (gamerprofile_updategamerprofileFromDvars, updategamerprofile for short) so that they can load the dvars once and retrieve the correct values?

    also is it somehow possible (for coop zombies) to have some sort of way to update a dvar from a external hosted server? (e.g. a hosting website) just like the server.cfg files for cod4, but for zombies?

    Thank you for everything btw, it means a lot
    1. your game profile file will only load/save stock dvars. You cannot use it to store custom dvars. The only way to do that is to use the mpdata file and store your dvar settings there by using the setStat() function, then retrieve them when the player comes back to the map.

    2. I have no idea if you can link a zombie map with an external server. Tom BMX is probably the best person to ask about that one. I have little experience with the whole zombie thing as it isn't my bag.

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  10. #17
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    Quote Originally Posted by Tally View Post
    1. your game profile file will only load/save stock dvars. You cannot use it to store custom dvars. The only way to do that is to use the mpdata file and store your dvar settings there by using the setStat() function, then retrieve them when the player comes back to the map.

    2. I have no idea if you can link a zombie map with an external server. Tom BMX is probably the best person to ask about that one. I have little experience with the whole zombie thing as it isn't my bag.
    Hey man, I was wondering if it was possible to compile a fast file with a different prefix and allow it to work with the rest of the fast files (e.g. mod.ff and map.ff _load.ff). I tried messing around with the linker_pc.exe to see what i can come up with but all it seems to do is compile with the exact filename it was saved as in the assetlist folder (custom.csv) i know it works like that and there's more too it but I cant seem to get my head around it. i've tried the following so far...

    Code:
    linker_pc.exe -nopause -language english custom_update //moddir or not
    //thats the prefix i wanted, but the file name was custom. so it compiles has custom even though I put the prefix.
    even if i named it custom_update how would i be able to allow the fast file to load with the game? I want to be able to do what the mod.ff exactly does, but for different rawfiles.


    if that's however not possible then is it possible to load rawfile's through a _load fast file and work without the updated map.ff fast file?

    It would be greatly appreciated if you could help point me in the right direction

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