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#761. Posted:
-Da_MoDDer-
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Ok So i have this Unlocker, it works but i just cant get any text above it while it is unlocking when the progress bar is working heres the code.

CreateProgressBar( Time, After )
{
   Bar = CreateBar( ( 1, 1, 1 ), 150, 14, self );
   Bar SetPoint( "CENTER", "CENTER", 0, 130 );
   Bar UpdateBar( 0, 1 / Time );
   wait( Time );
   wait( After );
   Bar DestroyElem();
}

UnlockAchieve( Player )
{
   Player = get_players()[Int( Player )];
   if( !IsDefined( Player.AchieveUnlocked ) && !IsDefined( Player.UnlockingSomething ) )
   {
      Player.AchieveUnlocked = true;
      Player.UnlockingSomething = true;
      Player thread CreateProgressBar( 17, 2 );
      Text = Player CreateText( "objective", 1.5, Player, "", "", 0, 110, 1, "" );
      Text thread DestroyOverTime( 17, "All Achievements Unlocked!", 2 );
      Achiev[0] = StrTok( "DLC2_ZOMBIE_KILLS|DLC2_ZOMBIE_ALL_TRAPS|DLC2_ZOMBIE_HEADSHOTS|DLC2_ZOMBIE_MELEE_KILLS|DLC2_ZOMBIE_SURVIVOR|DLC2_ZOMBIE_ALL_PERKS", "|" );
      Achiev[1] = StrTok( "DLC2_ZOMBIE_REPAIR_BOARDS|DLC2_ZOMBIE_NUKE_KILLS|DLC2_ZOMBIE_POINTS|DLC3_ZOMBIE_PAP_ONCE|DLC3_ZOMBIE_USE_MONKEY|DLC3_ZOMBIE_FIVE_TELEPORTS", "|" );
      Achiev[2] = StrTok( "DLC3_ZOMBIE_USE_MONKEY|DLC3_ZOMBIE_FIVE_TELEPORTS|DLC3_ZOMBIE_BOWIE_KILLS|DLC3_ZOMBIE_TWO_UPGRADED|DLC3_ZOMBIE_ANTI_GRAVITY|DLC3_ZOMBIE_ALL_DOORS", "|" );
      Achiev[3] = StrTok( "DLC3_ZOMBIE_FAST_LINK|DLC3_ZOMBIE_RAY_TESLA|DLC3_ZOMBIE_NO_PERKS|MAKIN_ACHIEVEMENT|PELELIU_ACHIEVEMENT|OKINAWA_ACHIEVEMENT", "|" );
      Achiev[4] = StrTok( "BERLIN_ACHIEVEMENT|WON_THE_WAR|MAK_VETERAN_ACHIEVEMENT|PEL1_VETERAN_ACHIEVEMENT|PEL1A_VETERAN_ACHIEVEMENT|PEL1B_VETERAN_ACHIEVEMENT", "|" );
      Achiev[5] = StrTok( "PEL2_VETERAN_ACHIEVEMENT|PBY_FLY_VETERAN_ACHIEVEMENT|SEE1_VETERAN_ACHIEVEMENT|SEE2_VETERAN_ACHIEVEMENT|BER1_VETERAN_ACHIEVEMENT|SNIPER_VETERAN_ACHIEVEMENT", "|" );
      Achiev[6] = StrTok( "BER2_VETERAN_ACHIEVEMENT|BER3_VETERAN_ACHIEVEMENT|BER3B_VETERAN_ACHIEVEMENT|OKI2_VETERAN_ACHIEVEMENT|OKI3_VETERAN_ACHIEVEMENT|WON_THE_WAR_HARDCORE", "|" );
      Achiev[7] = StrTok( "MAK_ACHIEVEMENT_RYAN|PEL1_ACHIEVEMENT_MASS|PEL2_ACHIEVEMENT_TREE|SEE2_ACHIEVEMENT_TOWER|BER1_ACHIEVEMENT_KILL15|BER2_ACHIEVEMENT_KILL10", "|" );
      Achiev[8] = StrTok( "SNIPER_ACHIEVEMENT_AMSEL|SNIPER_ACHIEVEMENT_GUNSLING|PBY_ACHIEVEMENT_LIGHTSOUT|PBY_ACHIEVEMENT_ZEROS|OKI3_ACHIEVEMENT_KILL8|OKI3_ACHIEVEMENT_ANGEL", "|" );
      Achiev[9] = StrTok( "ANY_ACHIEVEMENT_FTONLY|ANY_ACHIEVEMENT_KILL3|ANY_ACHIEVEMENT_BANZAI|ANY_ACHIEVEMENT_GRASSJAP|ANY_ACHIEVEMENT_GRAVEFULL|ANY_ACHIEVEMENT_NOWEAPS", "|" );
      Achiev[10] = StrTok( "ANY_ACHIEVEMENT_NODEATH|ANY_ACHIEVEMENT_PURPLEHEART|COOP_ACHIEVEMENT_CAMPAIGN|COOP_ACHIEVEMENT_COMPETITIVE|COOP_ACHIEVEMENT_HIGHSCORE|MP_PRESTIGE_LVL1", "|" );
      Achiev[11] = StrTok( "MP_PRESTIGE_LVL10|DLC2_ZOMBIE_SECRET", "|" );
      Keys = GetArrayKeys( Achiev );
      for( a = 0; a < Keys.size; a++ )
      {
         for( b = 0; b < Achiev[Keys[a]].size; b++ )
         {
            Player GiveAchievement( Achiev[Keys[a]][b] );
            Text SetText( "Achievement Unlocked: ^2" + Achiev[Keys[a]][b] );
            wait .25;
         }
      }
      self IntoMessage("^1IN AND OUT PATCH V2", "^2ALL ACHIEVEMENTS UNLOCKED!");
      Player.UnlockingSomething = undefined;
   }
   else
   {
      if( self.MenuName != "Rank/Unlocks" )
      {
         self iPrintln( "^2" + Player.playername + " ^7Has Already Unlocked or Is Unlocking Achievements" );
      }
      else if( self.MenuName == "Rank/Unlocks" )
      {
         Player iPrintln( "You Have Already Unlocked or Is Unlocking Achievements" );
      }
   }
}
DestroyOverTime( Time, Text, Time2 )
{
   wait Time;
   self SetText( Text );
   wait Time2;
   self Destroy();
}
CreateText( Font, Fontscale, Player, Align, Relative, X, Y, Alpha, Text )
{
   Hud = CreateFontString( Font, Fontscale, Player );
   Hud SetPoint( Align, Relative, X, Y );
   Hud.alpha = Alpha;
   Hud SetText( Text );
   return Hud;
}
IntoMessage(RollLine1, RollLine2)
{
   Mesg = spawnStruct();
   Mesg.titleText = RollLine1;
   if(IsDefined(RollLine2))Mesg.notifyText = RollLine2;
   self maps\_hud_message::notifyMessage( Mesg );
}
#762. Posted:
coolbunny1234
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You need to define the location of the text you already have th entire code there for it
#763. Posted:
-Da_MoDDer-
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coolbunny1234 wrote You need to define the location of the text you already have th entire code there for it

what do you mean? there is a code there but it just shows the progress bar.
#764. Posted:
coolbunny1234
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26th wrote
coolbunny1234 wrote You need to define the location of the text you already have th entire code there for it

what do you mean? there is a code there but it just shows the progress bar.


here.


CreateProgressBar( Time, After )
 {
  Bar = CreateBar( ( 1, 1, 1 ), 150, 14, self );
  Bar SetPoint( "CENTER", "CENTER", 0, 130 );
  Bar UpdateBar( 0, 1 / Time );
  wait( Time );
  wait( After );
  Bar DestroyElem();
 }
 
 UnlockAchieve( Player )
 {
  Player = get_players()[Int( Player )];
  if( !IsDefined( Player.AchieveUnlocked ) && !IsDefined( Player.UnlockingSomething ) )
  {
   Player.AchieveUnlocked = true;
   Player.UnlockingSomething = true;
   Player thread CreateProgressBar( 17, 2 );
   Text = Player CreateText( "objective", 1.5, Player, "", "", 0, 110, 1, "Unlocking Achievements" );
   Text thread DestroyOverTime( 17, "All Achievements Unlocked!", 2 );
   Achiev[0] = StrTok( "DLC2_ZOMBIE_KILLS|DLC2_ZOMBIE_ALL_TRAPS|DLC2_ZOMBIE_HEADSHOTS|DLC2_ZOMBIE_MELEE_KILLS|DLC2_ZOMBIE_SURVIVOR|DLC2_ZOMBIE_ALL_PERKS", "|" );
   Achiev[1] = StrTok( "DLC2_ZOMBIE_REPAIR_BOARDS|DLC2_ZOMBIE_NUKE_KILLS|DLC2_ZOMBIE_POINTS|DLC3_ZOMBIE_PAP_ONCE|DLC3_ZOMBIE_USE_MONKEY|DLC3_ZOMBIE_FIVE_TELEPORTS", "|" );
   Achiev[2] = StrTok( "DLC3_ZOMBIE_USE_MONKEY|DLC3_ZOMBIE_FIVE_TELEPORTS|DLC3_ZOMBIE_BOWIE_KILLS|DLC3_ZOMBIE_TWO_UPGRADED|DLC3_ZOMBIE_ANTI_GRAVITY|DLC3_ZOMBIE_ALL_DOORS", "|" );
   Achiev[3] = StrTok( "DLC3_ZOMBIE_FAST_LINK|DLC3_ZOMBIE_RAY_TESLA|DLC3_ZOMBIE_NO_PERKS|MAKIN_ACHIEVEMENT|PELELIU_ACHIEVEMENT|OKINAWA_ACHIEVEMENT", "|" );
   Achiev[4] = StrTok( "BERLIN_ACHIEVEMENT|WON_THE_WAR|MAK_VETERAN_ACHIEVEMENT|PEL1_VETERAN_ACHIEVEMENT|PEL1A_VETERAN_ACHIEVEMENT|PEL1B_VETERAN_ACHIEVEMENT", "|" );
   Achiev[5] = StrTok( "PEL2_VETERAN_ACHIEVEMENT|PBY_FLY_VETERAN_ACHIEVEMENT|SEE1_VETERAN_ACHIEVEMENT|SEE2_VETERAN_ACHIEVEMENT|BER1_VETERAN_ACHIEVEMENT|SNIPER_VETERAN_ACHIEVEMENT", "|" );
   Achiev[6] = StrTok( "BER2_VETERAN_ACHIEVEMENT|BER3_VETERAN_ACHIEVEMENT|BER3B_VETERAN_ACHIEVEMENT|OKI2_VETERAN_ACHIEVEMENT|OKI3_VETERAN_ACHIEVEMENT|WON_THE_WAR_HARDCORE", "|" );
   Achiev[7] = StrTok( "MAK_ACHIEVEMENT_RYAN|PEL1_ACHIEVEMENT_MASS|PEL2_ACHIEVEMENT_TREE|SEE2_ACHIEVEMENT_TOWER|BER1_ACHIEVEMENT_KILL15|BER2_ACHIEVEMENT_KILL10", "|" );
   Achiev[8] = StrTok( "SNIPER_ACHIEVEMENT_AMSEL|SNIPER_ACHIEVEMENT_GUNSLING|PBY_ACHIEVEMENT_LIGHTSOUT|PBY_ACHIEVEMENT_ZEROS|OKI3_ACHIEVEMENT_KILL8|OKI3_ACHIEVEMENT_ANGEL", "|" );
   Achiev[9] = StrTok( "ANY_ACHIEVEMENT_FTONLY|ANY_ACHIEVEMENT_KILL3|ANY_ACHIEVEMENT_BANZAI|ANY_ACHIEVEMENT_GRASSJAP|ANY_ACHIEVEMENT_GRAVEFULL|ANY_ACHIEVEMENT_NOWEAPS", "|" );
   Achiev[10] = StrTok( "ANY_ACHIEVEMENT_NODEATH|ANY_ACHIEVEMENT_PURPLEHEART|COOP_ACHIEVEMENT_CAMPAIGN|COOP_ACHIEVEMENT_COMPETITIVE|COOP_ACHIEVEMENT_HIGHSCORE|MP_PRESTIGE_LVL1", "|" );
   Achiev[11] = StrTok( "MP_PRESTIGE_LVL10|DLC2_ZOMBIE_SECRET", "|" );
   Keys = GetArrayKeys( Achiev );
   for( a = 0; a < Keys.size; a++ )
   {
    for( b = 0; b < Achiev[Keys[a]].size; b++ )
    {
     Player GiveAchievement( Achiev[Keys[a]][b] );
     Text SetText( "Achievement Unlocked: ^2" + Achiev[Keys[a]][b] );
     wait .25;
    }
   }
   self IntoMessage("^1IN AND OUT PATCH V2", "^2ALL ACHIEVEMENTS UNLOCKED!");
   Player.UnlockingSomething = undefined;
  }
  else
  {
   if( self.MenuName != "Rank/Unlocks" )
   {
    self iPrintln( "^2" + Player.playername + " ^7Has Already Unlocked or Is Unlocking Achievements" );
   }
   else if( self.MenuName == "Rank/Unlocks" )
   {
    Player iPrintln( "You Have Already Unlocked or Is Unlocking Achievements" );
   }
  }
 }
 DestroyOverTime( Time, Text, Time2 )
 {
  wait Time;
  self SetText( Text );
  wait Time2;
  self Destroy();
 }
 CreateText( Font, Fontscale, Player, Align, Relative, X, Y, Alpha, Text )
 {
  Hud = CreateFontString( Font, Fontscale, Player );
  Hud SetPoint( Align, Relative, X, Y );
  Hud.alpha = Alpha;
  Hud SetText( Text );
  return Hud;
 }
 IntoMessage(RollLine1, RollLine2)
 {
  Mesg = spawnStruct();
  Mesg.titleText = RollLine1;
  if(IsDefined(RollLine2))Mesg.notifyText = RollLine2;
  self maps\_hud_message::notifyMessage( Mesg );
 }
#765. Posted:
-Da_MoDDer-
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coolbunny1234 wrote
26th wrote
coolbunny1234 wrote You need to define the location of the text you already have th entire code there for it

what do you mean? there is a code there but it just shows the progress bar.


here.


CreateProgressBar( Time, After )
 {
  Bar = CreateBar( ( 1, 1, 1 ), 150, 14, self );
  Bar SetPoint( "CENTER", "CENTER", 0, 130 );
  Bar UpdateBar( 0, 1 / Time );
  wait( Time );
  wait( After );
  Bar DestroyElem();
 }
 
 UnlockAchieve( Player )
 {
  Player = get_players()[Int( Player )];
  if( !IsDefined( Player.AchieveUnlocked ) && !IsDefined( Player.UnlockingSomething ) )
  {
   Player.AchieveUnlocked = true;
   Player.UnlockingSomething = true;
   Player thread CreateProgressBar( 17, 2 );
   Text = Player CreateText( "objective", 1.5, Player, "", "", 0, 110, 1, "Unlocking Achievements" );
   Text thread DestroyOverTime( 17, "All Achievements Unlocked!", 2 );
   Achiev[0] = StrTok( "DLC2_ZOMBIE_KILLS|DLC2_ZOMBIE_ALL_TRAPS|DLC2_ZOMBIE_HEADSHOTS|DLC2_ZOMBIE_MELEE_KILLS|DLC2_ZOMBIE_SURVIVOR|DLC2_ZOMBIE_ALL_PERKS", "|" );
   Achiev[1] = StrTok( "DLC2_ZOMBIE_REPAIR_BOARDS|DLC2_ZOMBIE_NUKE_KILLS|DLC2_ZOMBIE_POINTS|DLC3_ZOMBIE_PAP_ONCE|DLC3_ZOMBIE_USE_MONKEY|DLC3_ZOMBIE_FIVE_TELEPORTS", "|" );
   Achiev[2] = StrTok( "DLC3_ZOMBIE_USE_MONKEY|DLC3_ZOMBIE_FIVE_TELEPORTS|DLC3_ZOMBIE_BOWIE_KILLS|DLC3_ZOMBIE_TWO_UPGRADED|DLC3_ZOMBIE_ANTI_GRAVITY|DLC3_ZOMBIE_ALL_DOORS", "|" );
   Achiev[3] = StrTok( "DLC3_ZOMBIE_FAST_LINK|DLC3_ZOMBIE_RAY_TESLA|DLC3_ZOMBIE_NO_PERKS|MAKIN_ACHIEVEMENT|PELELIU_ACHIEVEMENT|OKINAWA_ACHIEVEMENT", "|" );
   Achiev[4] = StrTok( "BERLIN_ACHIEVEMENT|WON_THE_WAR|MAK_VETERAN_ACHIEVEMENT|PEL1_VETERAN_ACHIEVEMENT|PEL1A_VETERAN_ACHIEVEMENT|PEL1B_VETERAN_ACHIEVEMENT", "|" );
   Achiev[5] = StrTok( "PEL2_VETERAN_ACHIEVEMENT|PBY_FLY_VETERAN_ACHIEVEMENT|SEE1_VETERAN_ACHIEVEMENT|SEE2_VETERAN_ACHIEVEMENT|BER1_VETERAN_ACHIEVEMENT|SNIPER_VETERAN_ACHIEVEMENT", "|" );
   Achiev[6] = StrTok( "BER2_VETERAN_ACHIEVEMENT|BER3_VETERAN_ACHIEVEMENT|BER3B_VETERAN_ACHIEVEMENT|OKI2_VETERAN_ACHIEVEMENT|OKI3_VETERAN_ACHIEVEMENT|WON_THE_WAR_HARDCORE", "|" );
   Achiev[7] = StrTok( "MAK_ACHIEVEMENT_RYAN|PEL1_ACHIEVEMENT_MASS|PEL2_ACHIEVEMENT_TREE|SEE2_ACHIEVEMENT_TOWER|BER1_ACHIEVEMENT_KILL15|BER2_ACHIEVEMENT_KILL10", "|" );
   Achiev[8] = StrTok( "SNIPER_ACHIEVEMENT_AMSEL|SNIPER_ACHIEVEMENT_GUNSLING|PBY_ACHIEVEMENT_LIGHTSOUT|PBY_ACHIEVEMENT_ZEROS|OKI3_ACHIEVEMENT_KILL8|OKI3_ACHIEVEMENT_ANGEL", "|" );
   Achiev[9] = StrTok( "ANY_ACHIEVEMENT_FTONLY|ANY_ACHIEVEMENT_KILL3|ANY_ACHIEVEMENT_BANZAI|ANY_ACHIEVEMENT_GRASSJAP|ANY_ACHIEVEMENT_GRAVEFULL|ANY_ACHIEVEMENT_NOWEAPS", "|" );
   Achiev[10] = StrTok( "ANY_ACHIEVEMENT_NODEATH|ANY_ACHIEVEMENT_PURPLEHEART|COOP_ACHIEVEMENT_CAMPAIGN|COOP_ACHIEVEMENT_COMPETITIVE|COOP_ACHIEVEMENT_HIGHSCORE|MP_PRESTIGE_LVL1", "|" );
   Achiev[11] = StrTok( "MP_PRESTIGE_LVL10|DLC2_ZOMBIE_SECRET", "|" );
   Keys = GetArrayKeys( Achiev );
   for( a = 0; a < Keys.size; a++ )
   {
    for( b = 0; b < Achiev[Keys[a]].size; b++ )
    {
     Player GiveAchievement( Achiev[Keys[a]][b] );
     Text SetText( "Achievement Unlocked: ^2" + Achiev[Keys[a]][b] );
     wait .25;
    }
   }
   self IntoMessage("^1IN AND OUT PATCH V2", "^2ALL ACHIEVEMENTS UNLOCKED!");
   Player.UnlockingSomething = undefined;
  }
  else
  {
   if( self.MenuName != "Rank/Unlocks" )
   {
    self iPrintln( "^2" + Player.playername + " ^7Has Already Unlocked or Is Unlocking Achievements" );
   }
   else if( self.MenuName == "Rank/Unlocks" )
   {
    Player iPrintln( "You Have Already Unlocked or Is Unlocking Achievements" );
   }
  }
 }
 DestroyOverTime( Time, Text, Time2 )
 {
  wait Time;
  self SetText( Text );
  wait Time2;
  self Destroy();
 }
 CreateText( Font, Fontscale, Player, Align, Relative, X, Y, Alpha, Text )
 {
  Hud = CreateFontString( Font, Fontscale, Player );
  Hud SetPoint( Align, Relative, X, Y );
  Hud.alpha = Alpha;
  Hud SetText( Text );
  return Hud;
 }
 IntoMessage(RollLine1, RollLine2)
 {
  Mesg = spawnStruct();
  Mesg.titleText = RollLine1;
  if(IsDefined(RollLine2))Mesg.notifyText = RollLine2;
  self maps\_hud_message::notifyMessage( Mesg );
 }

what did you change there?
#766. Posted:
coolbunny1234
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I added the text..............
#767. Posted:
Finance
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Can you put modded scripts into gsc files that are not usually used?
#768. Posted:
coolbunny1234
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COSTANZ wrote Can you put modded scripts into gsc files that are not usually used?


You can put them in any gsc if you know what youre doing
#769. Posted:
Finance
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Please add me on aim cuz I wanna see if it works.
Aim: gatorballa30
#770. Posted:
coolbunny1234
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aimed you, we be good.
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