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MW3 _rank.gsc "Lets mod mw3"
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MW3 _rank.gsc "Lets mod mw3"Posted:

Austin_Powers
  • TTG Fanatic
Status: Offline
Joined: Jul 07, 201113Year Member
Posts: 4,218
Reputation Power: 211
Status: Offline
Joined: Jul 07, 201113Year Member
Posts: 4,218
Reputation Power: 211
Okay hello every one

I have extracted all the gsc's from mw3..

and we'll here is the rank.

I am working on modding it.

You should work on it as we'll

if their are any other GSC's you need message me and I'll give a link to all.

Thank you all so much and enjoy.

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
   level.scoreInfo = [];
   level.xpScale = getDvarInt( "scr_xpscale" );
   
   if ( level.xpScale > 4 || level.xpScale < 0)
      exitLevel( false );

   level.xpScale = min( level.xpScale, 4 );
   level.xpScale = max( level.xpScale, 0 );

   level.rankTable = [];
   level.weaponRankTable = [];

   precacheShader("white");

   precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
   precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
   precacheString( &"RANK_WEAPON_WAS_PROMOTED" );
   precacheString( &"RANK_PROMOTED" );
   precacheString( &"RANK_PROMOTED_WEAPON" );
   precacheString( &"MP_PLUS" );
   precacheString( &"RANK_ROMANI" );
   precacheString( &"RANK_ROMANII" );
   precacheString( &"RANK_ROMANIII" );
   
   precacheString( &"SPLASHES_LONGSHOT" );
   precacheString( &"SPLASHES_PROXIMITYASSIST" );
   precacheString( &"SPLASHES_PROXIMITYKILL" );
   precacheString( &"SPLASHES_EXECUTION" );   
   precacheString( &"SPLASHES_AVENGER" );   
   precacheString( &"SPLASHES_ASSISTEDSUICIDE" );   
   precacheString( &"SPLASHES_DEFENDER" );   
   precacheString( &"SPLASHES_POSTHUMOUS" );   
   precacheString( &"SPLASHES_REVENGE" );   
   precacheString( &"SPLASHES_DOUBLEKILL" );   
   precacheString( &"SPLASHES_TRIPLEKILL" );   
   precacheString( &"SPLASHES_MULTIKILL" );         
   precacheString( &"SPLASHES_BUZZKILL" );   
   precacheString( &"SPLASHES_COMEBACK" );
   precacheString( &"SPLASHES_KNIFETHROW" );
   precacheString( &"SPLASHES_ONE_SHOT_KILL" );   

   if ( level.teamBased )
   {
      registerScoreInfo( "kill", 999999 );
      registerScoreInfo( "headshot", 999999 );
      registerScoreInfo( "assist", 999999 );
      registerScoreInfo( "proximityassist", 999999 );
      registerScoreInfo( "proximitykill", 999999 );
      registerScoreInfo( "suicide", 999999 );
      registerScoreInfo( "teamkill", 999999 );
   }
   else
   {
      registerScoreInfo( "kill", 999999 );
      registerScoreInfo( "headshot", 999999 );
      registerScoreInfo( "assist", 999999 );
      registerScoreInfo( "suicide", 999999 );
      registerScoreInfo( "teamkill", 999999 );
   }
   
   registerScoreInfo( "win", 1 );
   registerScoreInfo( "loss", 0.5 );
   registerScoreInfo( "tie", 0.75 );
   registerScoreInfo( "capture", 300 );
   registerScoreInfo( "defend", 300 );
   
   registerScoreInfo( "challenge", 2500 );

   level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
   level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
   
   pId = 0;
   rId = 0;
   for ( pId = 0; pId <= level.maxPrestige; pId++ )
   {
      for ( rId = 0; rId <= level.maxRank; rId++ )
         precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
   }

   rankId = 0;
   rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
   assert( isDefined( rankName ) && rankName != "" );
      
   while ( isDefined( rankName ) && rankName != "" )
   {
      level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
      level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
      level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
      level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

      precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

      rankId++;
      rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );      
   }

   weaponMaxRank = int(tableLookup( "mp/weaponRankTable.csv", 0, "maxrank", 1 ));
   for( i = 0; i < weaponMaxRank + 1; i++ )
   {
      level.weaponRankTable[i][1] = tableLookup( "mp/weaponRankTable.csv", 0, i, 1 );
      level.weaponRankTable[i][2] = tableLookup( "mp/weaponRankTable.csv", 0, i, 2 );
      level.weaponRankTable[i][3] = tableLookup( "mp/weaponRankTable.csv", 0, i, 3 );
   }

   maps\mp\gametypes\_missions::buildChallegeInfo();

   level thread patientZeroWaiter();
   
   level thread onPlayerConnect();

/#
   SetDevDvarIfUninitialized( "scr_devweaponxpmult", "0" );
   SetDevDvarIfUninitialized( "scr_devsetweaponmaxrank", "0" );

   level thread watchDevDvars();
#/
}

patientZeroWaiter()
{
   level endon( "game_ended" );
   
   while ( !isDefined( level.players ) || !level.players.size )
      wait ( 0.05 );
   
   if ( !matchMakingGame() )
   {
      if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
         level.patientZeroName = level.players[0].name;
   }
   else
   {
      if ( getDvar( "scr_patientZero" ) != "" )
         level.patientZeroName = getDvar( "scr_patientZero" );
   }
}

isRegisteredEvent( type )
{
   if ( isDefined( level.scoreInfo[type] ) )
      return true;
   else
      return false;
}


registerScoreInfo( type, value )
{
   level.scoreInfo[type]["value"] = value;
}


getScoreInfoValue( type )
{
   overrideDvar = "scr_" + level.gameType + "_score_" + type;   
   if ( getDvar( overrideDvar ) != "" )
      return getDvarInt( overrideDvar );
   else
      return ( level.scoreInfo[type]["value"] );
}


getScoreInfoLabel( type )
{
   return ( level.scoreInfo[type]["label"] );
}


getRankInfoMinXP( rankId )
{
   return int(level.rankTable[rankId][2]);
}

getWeaponRankInfoMinXP( rankId )
{
   return int( level.weaponRankTable[ rankId ][ 1 ] );
}

getRankInfoXPAmt( rankId )
{
   return int(level.rankTable[rankId][3]);
}

getWeaponRankInfoXPAmt( rankId )
{
   return int( level.weaponRankTable[ rankId ][ 2 ] );
}

getRankInfoMaxXp( rankId )
{
   return int(level.rankTable[rankId][7]);
}

getWeaponRankInfoMaxXp( rankId )
{
   return int( level.weaponRankTable[ rankId ][ 3 ] );
}

getRankInfoFull( rankId )
{
   return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}


getRankInfoIcon( rankId, prestigeId )
{
   return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
}

getRankInfoLevel( rankId )
{
   return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}


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

      /#
      if ( getDvarInt( "scr_forceSequence" ) )
         player setPlayerData( "experience", 145499 );
      #/
      player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
      if ( player.pers["rankxp"] < 0 ) // paranoid defensive
         player.pers["rankxp"] = 0;
      
      rankId = player getRankForXp( player getRankXP() );
      player.pers[ "rank" ] = rankId;
      player.pers[ "participation" ] = 0;

      player.xpUpdateTotal = 0;
      player.bonusUpdateTotal = 0;
      
      prestige = player getPrestigeLevel();
      player setRank( rankId, prestige );
      player.pers["prestige"] = prestige;
      
      if ( player.clientid < level.MaxLogClients )
      {
         setMatchData( "players", player.clientid, "rank", rankId );
         setMatchData( "players", player.clientid, "Prestige", prestige );
      }

      player.postGamePromotion = false;
      if ( !isDefined( player.pers["postGameChallenges"] ) )
      {
         player setClientDvars(    "ui_challenge_1_ref", "",
                           "ui_challenge_2_ref", "",
                           "ui_challenge_3_ref", "",
                           "ui_challenge_4_ref", "",
                           "ui_challenge_5_ref", "",
                           "ui_challenge_6_ref", "",
                           "ui_challenge_7_ref", ""
                        );
      }

      player setClientDvar(    "ui_promotion", 0 );
      
      if ( !isDefined( player.pers["summary"] ) )
      {
         player.pers["summary"] = [];
         player.pers["summary"]["xp"] = 0;
         player.pers["summary"]["score"] = 0;
         player.pers["summary"]["challenge"] = 0;
         player.pers["summary"]["match"] = 0;
         player.pers["summary"]["misc"] = 0;

         // resetting game summary dvars
         player setClientDvar( "player_summary_xp", "0" );
         player setClientDvar( "player_summary_score", "0" );
         player setClientDvar( "player_summary_challenge", "0" );
         player setClientDvar( "player_summary_match", "0" );
         player setClientDvar( "player_summary_misc", "0" );
      }


      // resetting summary vars
      
      player setClientDvar( "ui_opensummary", 0 );
      
      player thread maps\mp\gametypes\_missions::updateChallenges();
      player.explosiveKills[0] = 0;
      player.xpGains = [];
      
      player.hud_xpPointsPopup = player createXpPointsPopup();
      player.hud_xpEventPopup = player createXpEventPopup();
      
      player thread onPlayerSpawned();
      player thread onJoinedTeam();
      player thread onJoinedSpectators();
      player thread setGamesPlayed();
      
      //sets double XP on player var
      if ( player getPlayerData("prestigeDoubleXp") )
         player.prestigeDoubleXp = true;
      else
         player.prestigeDoubleXp = false;
         
      //sets double Weapon XP on player var
      if ( player getPlayerData("prestigeDoubleWeaponXp") )
         player.prestigeDoubleWeaponXp = true;
      else
         player.prestigeDoubleWeaponXp = false;
            
   }
}

setGamesPlayed()
{
   self endon ( "disconnect" );
   
   for( ;; )
   {
      wait(30);
      
      if ( !self.hasDoneCombat )   
         continue;
         
      self maps\mp\gametypes\_persistence::statAdd("gamesPlayed", 1 );
      break;
   }   
}

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

   for(;;)
   {
      self waittill( "joined_team" );
      self thread removeRankHUD();
   }
}


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

   for(;;)
   {
      self waittill( "joined_spectators" );
      self thread removeRankHUD();
   }
}


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

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


roundUp( floatVal )
{
   if ( int( floatVal ) != floatVal )
      return int( floatVal+1 );
   else
      return int( floatVal );
}

giveRankXP( type, value, weapon, sMeansOfDeath, challengeName )
{
   self endon("disconnect");
   
   lootType = "none";
   
   if ( !self rankingEnabled() )
      return;
   
   if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
      return;
   else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
      return;

   if ( !isDefined( value ) )
      value = getScoreInfoValue( type );
   
   if ( !isDefined( self.xpGains[type] ) )
      self.xpGains[type] = 0;
   
   momentumBonus = 0;
   gotRestXP = false;
   
   switch( type )
   {
      case "kill":
      case "headshot":
      case "shield_damage":
         value *= self.xpScaler;
      case "assist":
      case "suicide":
      case "teamkill":
      case "capture":
      case "defend":
      case "return":
      case "pickup":
      case "assault":
      case "plant":
      case "destroy":
      case "save":
      case "defuse":
      case "kill_confirmed":
      case "kill_denied":
      case "tags_retrieved":
      case "team_assist":
      case "kill_bonus":
      case "kill_carrier":
      case "draft_rogue":
      case "survivor":
      case "final_rogue":
      case "gained_gun_rank":
      case "dropped_enemy_gun_rank":
      case "got_juggernaut":
      case "kill_as_juggernaut":
      case "kill_juggernaut":
      case "jugg_on_jugg":
         if ( getGametypeNumLives() > 0 )
         {
            multiplier = max(1,int( 10/getGametypeNumLives() ));
            value = int(value * multiplier);
         }
         
         // do we have an entitlement or prestige-award to give us an additional xp multiplier
         entitlement_xp = 0;
         prestigeBonus_xp = 0;
         
         if ( self.prestigeDoubleXp )
         {
            howMuchTimePlayed = self getPlayerData( "prestigeDoubleXpTimePlayed" );
            if ( howMuchTimePlayed >= self.bufferedStatsMax["prestigeDoubleXpMaxTimePlayed"] )
            {
               self setPlayerData( "prestigeDoubleXp", false );
               self setPlayerData( "prestigeDoubleXpTimePlayed", 0 );
               self setPlayerData( "prestigeDoubleXpMaxTimePlayed", 0 );
               self.prestigeDoubleXp = false;
            }
            else   
            {            
               prestigeBonus_xp = 2;
            }
         }
         
         for ( i = 0; i < 3; i++ )
         {
            if ( self getPlayerData( "xpMultiplierTimePlayed", i) < self.bufferedChildStatsMax[ "xpMaxMultiplierTimePlayed" ][ i ] )
            {
               entitlement_xp += int( self getPlayerData( "xpMultiplier", i) );
            }
         }
         
         if ( entitlement_xp > 0 ) //we do have an entitlement xp multiplier
         {
            //adding prestige bonus to entitlement bonus
            if ( prestigeBonus_xp > 0 )
               entitlement_xp += prestigeBonus_xp;
            
            value = int( ( value * level.xpScale ) * entitlement_xp );
         }
         else if ( prestigeBonus_xp > 0 ) //no entitlement xp multiplier, just prestige bonus
         {
            value = int( value * level.xpScale * prestigeBonus_xp );
         }
         else //no entitlement xp multiplier, or prestige bonus
         {
            value = int( value * level.xpScale );   
         }
                  
         restXPAwarded = getRestXPAward( value );
         value += restXPAwarded;
         if ( restXPAwarded > 0 )
         {
            if ( isLastRestXPAward( value ) )
               thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );

            gotRestXP = true;
         }
         break;
      case "challenge":
         entitlement_xp = 0;
         if ( self getPlayerData( "challengeXPMultiplierTimePlayed", 0 ) < self.bufferedChildStatsMax[

"challengeXPMaxMultiplierTimePlayed" ][ 0 ] )
         {
            entitlement_xp += int( self getPlayerData( "challengeXPMultiplier", 0 ) );
            if ( entitlement_xp > 0 )
               value = int( value * entitlement_xp );
         }

         break;
   }
   
   if ( !gotRestXP )
   {
      // if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
      if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
         self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
   }
   
   oldxp = self getRankXP();
   self.xpGains[type] += value;
   
   self incRankXP( value );

   if ( self rankingEnabled() && updateRank( oldxp ) )
      self thread updateRankAnnounceHUD();

   // Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
   self syncXPStat();

   // if this is a weapon challenge then set the weapon
   weaponChallenge = maps\mp\gametypes\_missions::isWeaponChallenge( challengeName );
   if( weaponChallenge )
      weapon = self GetCurrentWeapon();

   // riot shield gives xp for taking shield damage
   if( type == "shield_damage" )
   {
      weapon = self GetCurrentWeapon();
      sMeansOfDeath = "MOD_MELEE";
   }
   
   //////////////////////////////////////////////////////////////
   // WEAPON SHIT
   // check for weapon xp gains, they need to have cac unlocked before we start weapon xp gains
   if( weaponShouldGetXP( weapon, sMeansOfDeath ) || weaponChallenge )
   {
      // we just want the weapon name up to the first underscore
      weaponTokens = StrTok( weapon, "_" );
      //curWeapon = self GetCurrentWeapon();
      
      if ( weaponTokens[0] == "iw5" )
         weaponName = weaponTokens[0] + "_" + weaponTokens[1];
      else if ( weaponTokens[0] == "alt" )
         weaponName = weaponTokens[1] + "_" + weaponTokens[2];
      else
         weaponName = weaponTokens[0];
      
      if( weaponTokens[0] == "gl" )
         weaponName = weaponTokens[1];

      if( /*IsDefined( curWeapon ) && curWeapon == weapon &&*/ self IsItemUnlocked( weaponName ) )
      {
         // is the weapon their class loadout weapon or a weapon they picked up?
         if( self.primaryWeapon == weapon ||
            self.secondaryWeapon == weapon ||
            WeaponAltWeaponName( self.primaryWeapon ) == weapon ||
            ( IsDefined( self.tookWeaponFrom ) && IsDefined( self.tookWeaponFrom[ weapon ] ) ) )
         {
            oldWeaponXP = self getWeaponRankXP( weaponName );
            
            // we want normalized weapon xp kill points regardless of game mode
            switch( type )
            {
            case "kill":
               modifiedValue = WEAPONXP_KILL;            
               break;
            default:
               modifiedValue = value;
               break;
            }
/#
            if( GetDvarInt( "scr_devweaponxpmult" ) > 0 )
               modifiedValue *= GetDvarInt( "scr_devweaponxpmult" );
#/
            //IW5 Prestige bonus weapon XP
            if ( self.prestigeDoubleWeaponXp )
            {
               howMuchWeaponXPTimePlayed = self getPlayerData( "prestigeDoubleWeaponXpTimePlayed" );
               if ( howMuchWeaponXPTimePlayed >= self.bufferedStatsMax["prestigeDoubleWeaponXpMaxTimePlayed"] )
               {
                  self setPlayerData( "prestigeDoubleWeaponXp", true );
                  self setPlayerData( "prestigeDoubleWeaponXpTimePlayed", 0 );
                  self setPlayerData( "prestigeDoubleWeaponXpMaxTimePlayed", 0 );
                  self.prestigeDoubleWeaponXp = true;
               }
               else   
               {            
                  modifiedValue *= 2;
               }
            }

            if ( self getPlayerData( "weaponXPMultiplierTimePlayed", 999999 ) < self.bufferedChildStatsMax[

"weaponXPMaxMultiplierTimePlayed" ][ 0 ] )
            {
               weaponXPMult = int( self getPlayerData( "weaponXPMultiplier", 999999 ) );
               if ( weaponXPMult > 0 )
                  modifiedValue *= weaponXPMult;
            }
            
            newWeaponXP = oldWeaponXP + modifiedValue;

            if( !isWeaponMaxRank( weaponName ) )
            {
               // make sure we don't give more than the max.
               weaponMaxRankXP = getWeaponMaxRankXP( weaponName );
               if( newWeaponXP > weaponMaxRankXP )
               {
                  newWeaponXP = weaponMaxRankXP;
                  modifiedValue = weaponMaxRankXP - oldWeaponXP;
               }
               
               //for tracking weaponXP earned on a weapon per game
               if ( !isDefined( self.weaponsUsed ) )
               {
                  self.weaponsUsed = [];
                  self.weaponXpEarned = [];
               }
               
               weaponFound = false;
               foundIndex = 999;
               for( i = 0; i < self.weaponsUsed.size; i++ )
               {
                  if ( self.weaponsUsed[i] == weaponName )
                  {
                     weaponFound = true;
                     foundIndex = i;
                  }
               }
               
               if ( weaponFound )
               {
                  self.weaponXpEarned[foundIndex] += modifiedValue;
               }
               else
               {
                  self.weaponsUsed[self.weaponsUsed.size] = weaponName;
                  self.weaponXpEarned[self.weaponXpEarned.size] = modifiedValue;
               }

               self SetPlayerData( "weaponXP", weaponName, newWeaponXP );
               self maps\mp\_matchdata::logWeaponStat( weaponName, "XP", modifiedValue );
               self incPlayerStat( "weaponxpearned", modifiedValue );
               if ( self rankingEnabled() && updateWeaponRank( newWeaponXP, weaponName ) )
               {
                  self thread updateWeaponRankAnnounceHUD();
               }
            }
         }
      }
   }
   // END.
   //////////////////////////////////////////////////////////////

   if ( !level.hardcoreMode )
   {
      if ( type == "teamkill" )
      {
         self thread xpPointsPopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
      }
      else
      {
         color = (1,1,0.5);
         if ( gotRestXP )
            color = (1,.65,0);
         self thread xpPointsPopup( value, momentumBonus, color, 0 );
         if ( type == "assist" )
         {
            assist_string = &"MP_ASSIST";
            if( self _hasPerk( "specialty_assists" ) )
            {
               if( !( self.pers["assistsToKill"] % 2 ) )
               {
                  assist_string = &"MP_ASSIST_TO_KILL";
               }
            }
            self thread maps\mp\gametypes\_rank::xpEventPopup( assist_string );
         }
      }
   }

   switch( type )
   {
      case "kill":
      case "headshot":
      case "suicide":
      case "teamkill":
      case "assist":
      case "capture":
      case "defend":
      case "return":
      case "pickup":
      case "assault":
      case "plant":
      case "defuse":
      case "kill_confirmed":
      case "kill_denied":
      case "tags_retrieved":
      case "team_assist":
      case "kill_bonus":
      case "kill_carrier":
      case "draft_rogue":
      case "survivor":
      case "final_rogue":
      case "gained_gun_rank":
      case "dropped_enemy_gun_rank":
      case "got_juggernaut":
      case "kill_as_juggernaut":
      case "kill_juggernaut":
      case "jugg_on_jugg":
         self.pers["summary"]["score"] += value;
         self.pers["summary"]["xp"] += value;
         break;

      case "win":
      case "loss":
      case "tie":
         self.pers["summary"]["match"] += value;
         self.pers["summary"]["xp"] += value;
         break;

      case "challenge":
         self.pers["summary"]["challenge"] += value;
         self.pers["summary"]["xp"] += value;
         break;
         
      default:
         self.pers["summary"]["misc"] += value;   //keeps track of ungrouped match xp reward
         self.pers["summary"]["match"] += value;
         self.pers["summary"]["xp"] += value;
         break;
   }
}

weaponShouldGetXP( weapon, meansOfDeath )
{
   if( self IsItemUnlocked( "cac" ) &&
      !self isJuggernaut() &&
      IsDefined( weapon ) &&
      IsDefined( meansOfDeath ) &&
      !isKillstreakWeapon( weapon ) )
   {
      if( isBulletDamage( meansOfDeath ) )
      {
         return true;
      }
      if( IsExplosiveDamageMOD( meansOfDeath ) || meansOfDeath == "MOD_IMPACT" )
      {
         if( getWeaponClass( weapon ) == "weapon_projectile" || getWeaponClass( weapon ) == "weapon_assault" )
            return true;
      }
      if( meansOfDeath == "MOD_MELEE" )
      {
         if( getWeaponClass( weapon ) == "weapon_riot" )
            return true;
      }
   }

   return false;
}

updateRank( oldxp )
{
   newRankId = self getRank();
   if ( newRankId == self.pers["rank"] )
      return false;

   oldRank = self.pers["rank"];
   self.pers["rank"] = newRankId;

   //self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet(

"timePlayedTotal" ) );      
   println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP()

+ "." );
   
   self setRank( newRankId );
   
   return true;
}

updateWeaponRank( oldxp, weapon )
{
   // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
   newRankId = self getWeaponRank( weapon );
   if ( newRankId == self.pers[ "weaponRank" ] )
      return false;

   oldRank = self.pers[ "weaponRank" ];
   self.pers[ "weaponRank" ] = newRankId;
   self SetPlayerData( "weaponRank", weapon, newRankId );

   //self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet(

"timePlayedTotal" ) );      
   println( "promoted " + self.name + "'s weapon from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self

getWeaponRankXP( weapon ) + "." );

   // now that we've ranked up, process the mastery challenge
   self thread maps\mp\gametypes\_missions::masteryChallengeProcess( weapon );

   return true;
}

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

   self notify("update_rank");
   self endon("update_rank");

   team = self.pers["team"];
   if ( !isdefined( team ) )
      return;   

   // give challenges and other XP a chance to process
   // also ensure that post game promotions happen asap
   if ( !levelFlag( "game_over" ) )
      level waittill_notify_or_timeout( "game_over", 0.25 );
   
   
   newRankName = self getRankInfoFull( self.pers["rank"] );   
   rank_char = level.rankTable[self.pers["rank"]][1];
   subRank = int(rank_char[rank_char.size-1]);
   
   thread maps\mp\gametypes\_hud_message::promotionSplashNotify();

   if ( subRank > 1 )
      return;
   
   for ( i = 0; i < level.players.size; i++ )
   {
      player = level.players[i];
      playerteam = player.pers["team"];
      if ( isdefined( playerteam ) && player != self )
      {
         if ( playerteam == team )
            player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
      }
   }
}

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

   self notify("update_weapon_rank");
   self endon("update_weapon_rank");

   team = self.pers["team"];
   if ( !isdefined( team ) )
      return;   

   // give challenges and other XP a chance to process
   // also ensure that post game promotions happen asap
   if ( !levelFlag( "game_over" ) )
      level waittill_notify_or_timeout( "game_over", 0.25 );

   thread maps\mp\gametypes\_hud_message::weaponPromotionSplashNotify();

   //for ( i = 0; i < level.players.size; i++ )
   //{
   //   player = level.players[i];
   //   playerteam = player.pers["team"];
   //   if ( isdefined( playerteam ) && player != self )
   //   {
   //      if ( playerteam == team )
   //         player iPrintLn( &"RANK_WEAPON_WAS_PROMOTED", self );
   //   }
   //}
}

endGameUpdate()
{
   player = self;         
}

createXpPointsPopup()
{
   hud_xpPointsPopup = newClientHudElem( self );
   hud_xpPointsPopup.horzAlign = "center";
   hud_xpPointsPopup.vertAlign = "middle";
   hud_xpPointsPopup.alignX = "center";
   hud_xpPointsPopup.alignY = "middle";
   hud_xpPointsPopup.x = 30;
   if ( level.splitScreen )
      hud_xpPointsPopup.y = -30;
   else
      hud_xpPointsPopup.y = -50;
   hud_xpPointsPopup.font = "hudbig";
   hud_xpPointsPopup.fontscale = 0.65;
   hud_xpPointsPopup.archived = false;
   hud_xpPointsPopup.color = (0.5,0.5,0.5);
   hud_xpPointsPopup.sort = 10000;
   hud_xpPointsPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );   
   return hud_xpPointsPopup;
}

xpPointsPopup( amount, bonus, hudColor, glowAlpha )
{
   self endon( "disconnect" );
   self endon( "joined_team" );
   self endon( "joined_spectators" );

   if ( amount == 0 )
      return;

   self notify( "xpPointsPopup" );
   self endon( "xpPointsPopup" );

   self.xpUpdateTotal += amount;
   self.bonusUpdateTotal += bonus;

   wait ( 0.05 );

   if ( self.xpUpdateTotal < 0 )
      self.hud_xpPointsPopup.label = &"";
   else
      self.hud_xpPointsPopup.label = &"MP_PLUS";

   self.hud_xpPointsPopup.color = hudColor;
   self.hud_xpPointsPopup.glowColor = hudColor;
   self.hud_xpPointsPopup.glowAlpha = glowAlpha;

   self.hud_xpPointsPopup setValue(self.xpUpdateTotal);
   self.hud_xpPointsPopup.alpha = 0.85;
   self.hud_xpPointsPopup thread maps\mp\gametypes\_hud::fontPulse( self );

   increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
      
   if ( self.bonusUpdateTotal )
   {
      while ( self.bonusUpdateTotal > 0 )
      {
         self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
         self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
         
         self.hud_xpPointsPopup setValue( self.xpUpdateTotal );
         
         wait ( 0.05 );
      }
   }   
   else
   {
      wait ( 1.0 );
   }

   self.hud_xpPointsPopup fadeOverTime( 0.75 );
   self.hud_xpPointsPopup.alpha = 0;
   
   self.xpUpdateTotal = 0;      
}

createXpEventPopup()
{
   hud_xpEventPopup = newClientHudElem( self );
   hud_xpEventPopup.children = [];      
   hud_xpEventPopup.horzAlign = "center";
   hud_xpEventPopup.vertAlign = "middle";
   hud_xpEventPopup.alignX = "center";
   hud_xpEventPopup.alignY = "middle";
   hud_xpEventPopup.x = 55;
   if ( level.splitScreen )
      hud_xpEventPopup.y = -20;
   else
      hud_xpEventPopup.y = -35;
   hud_xpEventPopup.font = "hudbig";
   hud_xpEventPopup.fontscale = 0.65;
   hud_xpEventPopup.archived = false;
   hud_xpEventPopup.color = (0.5,0.5,0.5);
   hud_xpEventPopup.sort = 10000;
   hud_xpEventPopup.elemType = "msgText";
   hud_xpEventPopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
   return hud_xpEventPopup;
}

xpEventPopup( event, hudColor, glowAlpha )
{
   self endon( "disconnect" );
   self endon( "joined_team" );
   self endon( "joined_spectators" );

   self notify( "xpEventPopup" );
   self endon( "xpEventPopup" );

   wait ( 0.05 );

   /*if ( self.spUpdateTotal < 0 )
      self.hud_xpEventPopup.label = &"";
   else
      self.hud_xpEventPopup.label = &"MP_PLUS";*/
      
   if ( !isDefined( hudColor ) )
      hudColor = (1,1,0.5);
   if ( !isDefined( glowAlpha ) )
      glowAlpha = 0;

   self.hud_xpEventPopup.color = hudColor;
   self.hud_xpEventPopup.glowColor = hudColor;
   self.hud_xpEventPopup.glowAlpha = glowAlpha;

   self.hud_xpEventPopup setText(event);
   self.hud_xpEventPopup.alpha = 0.85;

   wait ( 1.0 );
   
   self.hud_xpEventPopup fadeOverTime( 0.75 );
   self.hud_xpEventPopup.alpha = 0;   
}

removeRankHUD()
{
   self.hud_xpPointsPopup.alpha = 0;
}

getRank()
{   
   rankXp = self.pers["rankxp"];
   rankId = self.pers["rank"];
   
   if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
      return rankId;
   else
      return self getRankForXp( rankXp );
}

getWeaponRank( weapon )
{   
   // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
   rankXp = self GetPlayerData( "weaponXP", weapon );
   return self getWeaponRankForXp( rankXp, weapon );
}

levelForExperience( experience )
{
   return getRankForXP( experience );
}

weaponLevelForExperience( experience )
{
   return getWeaponRankForXP( experience );
}

getCurrentWeaponXP()
{
   weapon = self GetCurrentWeapon();
   if( IsDefined( weapon ) )
   {
      return self GetPlayerData( "weaponXP", weapon );   
   }

   return 0;
}

getRankForXp( xpVal )
{
   rankId = 0;
   rankName = level.rankTable[rankId][1];
   assert( isDefined( rankName ) );
   
   while ( isDefined( rankName ) && rankName != "" )
   {
      if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
         return rankId;

      rankId++;
      if ( isDefined( level.rankTable[rankId] ) )
         rankName = level.rankTable[rankId][1];
      else
         rankName = undefined;
   }
   
   rankId--;
   return rankId;
}

getWeaponRankForXp( xpVal, weapon )
{
   // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
   if( !IsDefined( xpVal ) )
      xpVal = 0;

   weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
   weaponMaxRank = int( tableLookup( "mp/weaponRankTable.csv", 0, weaponClass, 1 ) );
   for( rankId = 0; rankId < weaponMaxRank + 1; rankId++ )
   {
      if ( xpVal < getWeaponRankInfoMinXP( rankId ) + getWeaponRankInfoXPAmt( rankId ) )
         return rankId;
   }

   return ( rankId - 1 );
}

getSPM()
{
   rankLevel = self getRank() + 1;
   return (3 + (rankLevel * 0.5))*10;
}

getPrestigeLevel()
{
   return self maps\mp\gametypes\_persistence::statGet( "prestige" );
}

getRankXP()
{
   return self.pers["rankxp"];
}

getWeaponRankXP( weapon )
{
   return self GetPlayerData( "weaponXP", weapon );
}

getWeaponMaxRankXP( weapon )
{
   // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
   weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
   weaponMaxRank = int( tableLookup( "mp/weaponRankTable.csv", 0, weaponClass, 1 ) );
   weaponMaxRankXP = getWeaponRankInfoMaxXp( weaponMaxRank );

   return weaponMaxRankXP;
}

isWeaponMaxRank( weapon )
{   
   // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
   weaponRankXP = self GetPlayerData( "weaponXP", weapon );
   weaponMaxRankXP = getWeaponMaxRankXP( weapon );

   return ( weaponRankXP >= weaponMaxRankXP );
}

// TODO: waiting to see how we decide to do this
//checkWeaponUnlocks( weapon )
//{
//   // see if the weapon has unlocked anything new
//   // NOTE: weapon is already coming in tokenized, so it should be the weapon without attachments and _mp
//   weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
//   
//   weaponAttachmentCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 2 );
//   weaponCamoCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 3 );
//   weaponBuffCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 4 );
//   weaponCustomCol = tablelookup( "mp/statstable.csv", 0, weaponClass, 5 );
//
//   weaponRank = self getWeaponRank( weapon );
//
//   attachment = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponAttachmentCol );
//   if( attachment != "" )
//   {
//      // unlocked a new attachment
//      self SetPlayerData( "attachmentNew", weapon, attachment, true );
//   }
//
//   // TODO: when we get camos online
//   //camo = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCamoCol );
//   //if( camo != "" )
//   //{
//   //   // unlocked a new camo
//   //   self SetPlayerData( "camoNew", weapon, camo, true );
//   //}
//
//   buff = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponBuffCol );
//   if( buff != "" )
//   {
//      // unlocked a new buff
//      self SetPlayerData( "perkNew", weapon, buff, true );
//   }
//
//   // TODO: when we get customs online
//   //custom = tablelookup( "mp/statstable.csv", 0, weaponRank, weaponCustomCol );
//   //if( custom != "" )
//   //{
//   //   // unlocked a new custom
//   //   self SetPlayerData( "customNew", weapon, custom, true );
//   //}
//}

incRankXP( amount )
{
   if ( !self rankingEnabled() )
      return;

   if ( isDefined( self.isCheater ) )
      return;
   
   xp = self getRankXP();
   newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);
   
   if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
      newXp = getRankInfoMaxXP( level.maxRank );
   
   self.pers["rankxp"] = newXp;
}

getRestXPAward( baseXP )
{
   if ( !getdvarint( "scr_restxp_enable" ) )
      return 0;
   
   restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
   
   wantGiveRestXP = int(baseXP * restXPAwardRate);
   mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
   
   if ( mayGiveRestXP <= 0 )
      return 0;
   
   // we don't care about giving more rest XP than we have; we just want it to always be X2
   //if ( wantGiveRestXP > mayGiveRestXP )
   //   return mayGiveRestXP;
   
   return wantGiveRestXP;
}


isLastRestXPAward( baseXP )
{
   if ( !getdvarint( "scr_restxp_enable" ) )
      return false;
   
   restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
   
   wantGiveRestXP = int(baseXP * restXPAwardRate);
   mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

   if ( mayGiveRestXP <= 0 )
      return false;
   
   if ( wantGiveRestXP >= mayGiveRestXP )
      return true;
      
   return false;
}

syncXPStat()
{
   if ( level.xpScale > 4 || level.xpScale <= 0)
      exitLevel( false );

   xp = self getRankXP();
   
   /#
   // Attempt to catch xp resgression
   oldXp = self getPlayerData( "experience" );
   assert( xp >= oldXp, "Attempted XP regression in syncXPStat - " + oldXp + " -> " + xp + " for player " + self.name );
   #/
   
   self maps\mp\gametypes\_persistence::statSet( "experience", xp );
}

/#
watchDevDvars()
{
   level endon( "game_ended" );

   while( true )
   {
      if( GetDvarInt( "scr_devsetweaponmaxrank" ) > 0 )
      {
         // grab all of the players and max their current weapon rank
         foreach( player in level.players )
         {
            if( IsDefined( player.pers[ "isBot" ] ) && player.pers[ "isBot" ] )
               continue;

            weapon = player GetCurrentWeapon();

            // we just want the weapon name up to the first underscore
            weaponTokens = StrTok( weapon, "_" );

            if ( weaponTokens[0] == "iw5" )
               weaponName = weaponTokens[0] + "_" + weaponTokens[1];
            else if ( weaponTokens[0] == "alt" )
               weaponName = weaponTokens[1] + "_" + weaponTokens[2];
            else
               weaponName = weaponTokens[0];

            if( weaponTokens[0] == "gl" )
               weaponName = weaponTokens[1];

            weaponMaxRankXP = getWeaponMaxRankXP( weaponName );
            player SetPlayerData( "weaponXP", weaponName, weaponMaxRankXP );
            player updateWeaponRank( weaponMaxRankXP, weaponName );
         }
         SetDevDvar( "scr_devsetweaponmaxrank", 0 );
      }

      wait( 0.05 );
   }
}
#/
#2. Posted:
George-A-Romero
  • New Member
Status: Offline
Joined: May 11, 201113Year Member
Posts: 33
Reputation Power: 1
Status: Offline
Joined: May 11, 201113Year Member
Posts: 33
Reputation Power: 1
That Great Dude! Good Job.
But whats the point if we cant use it?. And what i mean by that is We Cant Decrypt The Patch_mp.ff! So the .gsc is useless.. (if your an xbox person)
#3. Posted:
DDynasty
  • 1000 Thanks
Status: Offline
Joined: Oct 25, 201113Year Member
Posts: 664
Reputation Power: 65
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let me know what you figure out
#4. Posted:
DM-Chemo
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George-A-Romero wrote That Great Dude! Good Job.
But whats the point if we cant use it?. And what i mean by that is We Cant Decrypt The Patch_mp.ff! So the .gsc is useless.. (if your an xbox person)

OMFG! Its not decrypt. Its DECOMPILE go to this post and you will see Forums/t=2571463/mw3-modding-info...rt=10.html
#5. Posted:
Austin_Powers
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this is good for ps3 people
#6. Posted:
Limes
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wes2011 wrote why do retards sign up to this site thinking there the dogs bollox at modding YOU **** THE FF`s are encrypted+ when you mod the gsc HOW ARE YOU PLANNING ON INJECTING IT BACK INTO THE MW3 FF? please tell me this IMPOSSIBLE METHOD without use of a FF tool that opens MW3 FF your whats called a amateur at modding people that no how to mod havnt even done what your saying yet so what chance do you have kid


If you ask me, Austin_Powers is a legit modder. He hosts Ps3 lobbies a lot. I know he can do it. (and whoever helps him )
#7. Posted:
M0d
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Joined: Dec 23, 201013Year Member
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wes2011 wrote why do retards sign up to this site thinking there the dogs bollox at modding YOU **** THE FF`s are encrypted+ when you mod the gsc HOW ARE YOU PLANNING ON INJECTING IT BACK INTO THE MW3 FF? please tell me this IMPOSSIBLE METHOD without use of a FF tool that opens MW3 FF your whats called a amateur at modding people that no how to mod havnt even done what your saying yet so what chance do you have kid


you seem mad.....umadbro?
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