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CoD WaW Progress Bar Update Issue
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CoD WaW Progress Bar Update IssuePosted:

coolbunny1234
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Joined: Aug 09, 200915Year Member
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Status: Offline
Joined: Aug 09, 200915Year Member
Posts: 6,493
Reputation Power: 8063
Motto: The Original Bunny
Hello everyone, is there any coders still lurking around the website here? I'm working on a small project on the side for fun, and I'm having trouble getting my progress bar to actually update when it's supposed to. I've triple checked my math and on paper, it should be working, but for some reason, it's not. I'll post the source below and if anyone knows the solution, that would be greatly appreciated!

Thank you!


Edit - Fixed.
#include common_scripts\utility;
#include maps\_utility;
#include maps\_hud_util;

/* 14843 */

init()
{
   //level thread maps\_createdynents::onPlayerConnect();
   precacheString(&"SCRIPT_PLATFORM_CHEAT_USETOSLOWMO");
   precacheString(&"ZOMBIE_PAY_TURRET");
   precacheShellshock("chaplincheat");
   self setClientDvar("loc_warnings", 0);
   self setClientDvar("loc_warningsAsErrors", 0);
   self setClientDvar("sv_cheats", "1");
   self setClientDvar("ui_mapname", "mak");
   self setClientDvar("ui_gametype", "cmp");
   self setClientDvar("scr_game_difficulty", "1");
   self setClientDvar("scr_game_arcadescoring", "0");
   self setClientDvar("scr_game_pinups", "0");
   self setClientDvar("stat_version", "22");
   self setClientDvar("zombiemode", "1");
   self setClientDvar("arcademode", "0");
   self setClientDvar( "developeruser", "1" );
   self setClientDvar( "developeruser", "2" );
   self setClientDvar( "developeruser", "3" );
   precacheShellshock("death");
   level thread maps\_debug::init();
   //level thread maps\_createdynents::death_barriers();
   //level thread maps\_debug::setZombieFX();
   level thread maps\_debug::precache_init();

   level.rankPrestige = [];
   for(a=1;a<11;a++)
   {
      precacheShader("rank_prestige"+a);
      level.rankPrestige[level.rankPrestige.size] = "rank_prestige"+a;
   }
   level.rankPrestige[level.rankPrestige.size] = "checkerboard";
   level.rankBadges = [];
   for(r = 0; r <= 65; r++)
      level.rankBadges[level.rankBadges.size] = tableLookup("mp/rankIconTable.csv",0,r,1);
   level.rankBadges[level.rankBadges.size-1] = undefined;
   array_precache(level.rankBadges,"shader");

   level.vision_cheat_enabled = false;
   level.tire_explosion = false;
   level.cheatStates= [];
   level.cheatFuncs = [];
   level.cheatDvars = [];
   level.cheatBobAmpOriginal = getDvar("bg_bobAmplitudeStanding");
   level.cheatShowSlowMoHint = 0;
   if(!isDefined(level._effect))
      level._effect = [];
   level._effect["grain_test"] = loadFx("misc/grain_test");
   level._effect["mortarExp_water"] = loadFx("explosions/mortarExp_water");
   level._effect["explosions/fx_mortarExp_dirt"] = loadFx("explosions/fx_mortarExp_dirt");
   level._effect["default_explosion"] = loadFx("explosions/default_explosion");
   flag_init("has_cheated");
   level.visionSets["bw"] = false;
   level.visionSets["invert"] = false;
   level.visionSets["contrast"] = false;
   level.visionSets["chaplin"] = false;
   level thread death_monitor();
   flag_init("disable_slowmo_cheat");
}

array_precache(array, type)
{
   for(m = 0; m < array.size; m++)
   {
      switch(type)
      {
         case "model":
            precacheModel(array[m]);
            break;
         case "shader":
            precacheShader(array[m]);
            break;
         case "item":
            precacheItem(array[m]);
            break;
      }
   }
}

player_init()
{
   self thread specialFeaturesMenu();
   players = get_players();
   if( self == players[0] )
   {
      self slowmo_system_init();
   }
}

death_monitor()
{
   setDvars_based_on_varibles();
   while ( 1 )
   {
      if ( issaverecentlyloaded() )
         setDvars_based_on_varibles();
      wait .1;
   }
}

setDvars_based_on_varibles()
{      
   for ( index = 0; index < level.cheatDvars.size; index++ )
      setDvar( level.cheatDvars[ index ], level.cheatStates[ level.cheatDvars[ index ] ] );
   if( !isdefined( level.credits_active ) || !level.credits_active )
   {
      setdvar( "credits_active", "0" );
      setdvar( "credits_load", "0" );
   }
}


addCheat( toggleDvar, cheatFunc )
{
   setDvar( toggleDvar, 0 );
   level.cheatStates[toggleDvar] = getDvarInt( toggleDvar );
   level.cheatFuncs[toggleDvar] = cheatFunc;

   if ( level.cheatStates[toggleDvar] )
      [[cheatFunc]]( level.cheatStates[toggleDvar] );
}


checkCheatChanged( toggleDvar )
{
   cheatValue = getDvarInt( toggleDvar );
   if ( level.cheatStates[toggleDvar] == cheatValue )
      return;

   if( cheatValue )
      flag_set("has_cheated");
         
   level.cheatStates[toggleDvar] = cheatValue;
   
   [[level.cheatFuncs[toggleDvar]]]( cheatValue );
}


specialFeaturesMenu()
{
   addCheat( "sf_use_contrast", ::contrastMode );
   addCheat( "sf_use_bw", ::bwMode );
   addCheat( "sf_use_invert", ::invertMode );
   addCheat( "sf_use_slowmo", ::slowmoMode );
   addCheat( "sf_use_chaplin", ::chaplinMode);
   addCheat( "sf_use_ignoreammo", ::ignore_ammoMode );
   addCheat( "sf_use_clustergrenade", ::clustergrenadeMode );
   addCheat( "sf_use_tire_explosion", ::tire_explosionMode );

   level.cheatDvars = getArrayKeys( level.cheatStates );
         
   for ( ;; )
   {
      for ( index = 0; index < level.cheatDvars.size; index++ )
         checkCheatChanged( level.cheatDvars[index] );

      wait 0.5;
   }
}

tire_explosionMode( cheatValue )
{
   if ( cheatValue )
      level.tire_explosion = true;
   else
      level.tire_explosion = false;
}



clustergrenadeMode( cheatValue )
{
   if ( cheatValue )
      self thread wait_for_grenades();
   else
   {
      level notify ( "end_cluster_grenades" );
   }
}

wait_for_grenades()
{
   level endon ( "end_cluster_grenades" );
   while(1)
   {
      self waittill("grenade_fire", grenade, weapname);
      
      if ( weapname != "fraggrenade" )
         continue;
      
      grenade thread create_clusterGrenade();
   }
}

create_clusterGrenade()
{
   prevorigin = self.origin;
   while(1)
   {
      if ( !isdefined( self ) )
         break;
      prevorigin = self.origin;
      wait .1;
   }
   
   prevorigin += (0,0,5);
   numSecondaries = 8;
   
   
   aiarray = getaiarray();
   if ( aiarray.size == 0 )
      return;
   
   
   ai = undefined;
   for ( i = 0; i < aiarray.size; i++ )
   {
      if ( aiarray[i].team == "allies" )
      {
         ai = aiarray[i];
         break;
      }
   }
   if ( !isdefined( ai ) )
      ai = aiarray[0];
   
   oldweapon = ai.grenadeweapon;
   ai.grenadeweapon = "fraggrenade";
   
   for ( i = 0; i < numSecondaries; i++ )
   {
      velocity = getClusterGrenadeVelocity();
      timer = 1.5 + i / 6 + randomfloat(0.1);
      ai magicGrenadeManual( prevorigin, velocity, timer );
   }
   ai.grenadeweapon = oldweapon;
}

getClusterGrenadeVelocity()
{
   yaw = randomFloat( 360 );
   pitch = randomFloatRange( 65, 85 );
   
   amntz = sin( pitch );
   cospitch = cos( pitch );
   
   amntx = cos( yaw ) * cospitch;
   amnty = sin( yaw ) * cospitch;
   
   speed = randomFloatRange( 400, 600);
   
   velocity = (amntx, amnty, amntz) * speed;
   return velocity;
}

ignore_ammoMode( cheatValue )
{
   if ( level.script == "ac130" )
      return;
      
   if ( cheatValue )
      setsaveddvar ( "player_sustainAmmo",  1 );
   else
      setsaveddvar ( "player_sustainAmmo", 0 );
}

contrastMode( cheatValue )
{
   if ( cheatValue )
      level.visionSets["contrast"] = true;
   else
      level.visionSets["contrast"] = false;
   
   applyVisionSets();
}

bwMode( cheatValue )
{
   if ( cheatValue )
      level.visionSets["bw"] = true;
   else
      level.visionSets["bw"] = false;
   
   applyVisionSets();
}


invertMode( cheatValue )
{
   if ( cheatValue )
      level.visionSets["invert"] = true;
   else
      level.visionSets["invert"] = false;
   
   applyVisionSets();
}


applyVisionSets()
{
   
   if ( level.script == "ac130" )
      return;

   visionSet = "";
   if ( level.visionSets["bw"] )
      visionSet = visionSet + "_bw";
   if ( level.visionSets["invert"] )
      visionSet = visionSet + "_invert";
   if ( level.visionSets["contrast"] )
      visionSet = visionSet + "_contrast";

   if ( level.visionSets["chaplin"] )
   {
      level.vision_cheat_enabled = true;
      visionSetNaked( "sepia", 0.5 );
   }
   else if ( visionSet != "" )
   {
      level.vision_cheat_enabled = true;
      visionSetNaked( "cheat" + visionSet, 1.0 );
   }
   else
   {
      level.vision_cheat_enabled = false;
      visionSetNaked( level.lvl_visionset, 3.0 );
   }
}

slowmo_system_init()
{
   if( !IsDefined( level.slowmo ) )
   {
      level.slowmo = spawnstruct();
      slowmo_system_defaults();
      level.slowmo.speed_current = level.slowmo.speed_norm;   
      level.slowmo.lerp_interval = .05;
      level.slowmo.lerping = 0;
   }
}

set_value()
{
}

slowmo_system_defaults()
{
   level.slowmo.lerp_time_in = 0.0;
   level.slowmo.lerp_time_out = .25;
   level.slowmo.speed_slow = 0.4;
   level.slowmo.speed_norm = 1.0;   
}

slowmo_check_system()
{
   return true;
}

slowmo_hintprint()
{
   if ( level.cheatShowSlowMoHint != 0 )
   {
      level.cheatShowSlowMoHint = 0;
      return;
   }
   if ( !level.console )
      return;
   level.cheatShowSlowMoHint = 1;
   myTextSize = 1.6;
   myHintBack = createIcon( "black", 650, 30 );
   myHintBack.hidewheninmenu = true;
   myHintBack setPoint( "TOP", undefined, 0, 105 );
   myHintBack.alpha = .2;
   myHintBack.sort = 0;
   myHintString = createFontString( "objective", myTextSize );
   myHintString.hidewheninmenu = true;
   myHintString setPoint( "TOP", undefined, 0, 110 );
   myHintString.sort = 0.5;
   myHintString setText( &"SCRIPT_PLATFORM_CHEAT_USETOSLOWMO" );
   for ( cycles = 0; cycles < 100; cycles++ )
   {
      if ( level.cheatShowSlowMoHint != 1 )
         break;
      if ( isDefined( level.hintElem ) )
         break;
      wait 0.1;
   }
   level.cheatShowSlowMoHint = 0;
   myHintBack Destroy();
   myHintString Destroy();
}

slowmoMode( cheatValue )
{
   if( cheatValue )
   {
      level.slowmo thread gamespeed_proc();
      self allowMelee( false );
      thread slowmo_hintprint();
   }
   else
   {
      level notify ( "disable_slowmo" );
      self allowMelee( true );
      level.slowmo thread gamespeed_reset();
      level.cheatShowSlowMoHint = 0;
   }
}

gamespeed_proc()
{
   level endon ( "disable_slowmo" );
   self thread gamespeed_reset_on_death();
   while(1)
   {
      self waittill( "action_notify_melee" );
      level.cheatShowSlowMoHint = 0;
      if( !flag( "disable_slowmo_cheat" ) )
      {
         if( self.speed_current < level.slowmo.speed_norm )
            self thread gamespeed_reset();
         else
            self thread gamespeed_slowmo();
      }
      waittillframeend;
   }
}

gamespeed_reset_on_death()
{
   level notify( "gamespeed_reset_on_death" );
   level endon( "gamespeed_reset_on_death" );
   self waittill( "death" );
   self thread gamespeed_reset();
}

gamespeed_set( speed, refspeed, lerp_time )
{
   self notify("gamespeed_set");
   self endon("gamespeed_set");
   default_range    = ( speed - refspeed );
   actual_range    = ( speed - self.speed_current );
   actual_rangebytime = actual_range * lerp_time;
   if( !default_range )
      return;
   time = ( actual_rangebytime / default_range );
   interval = self.lerp_interval;
   cycles = int( time / interval );
   if(!cycles)
      cycles = 1;
   increment = ( actual_range / cycles );
   self.lerping = time;
   while(cycles)
   {
      self.speed_current += increment;
      settimescale( self.speed_current );
      cycles--;   
      self.lerping -= interval;
      wait interval;
   }      
   self.speed_current = speed;
   settimescale( self.speed_current );
   self.lerping = 0;
}

gamespeed_slowmo()
{
   gamespeed_set( self.speed_slow, self.speed_norm, self.lerp_time_in );
}

gamespeed_reset()
{   
   gamespeed_set( self.speed_norm, self.speed_slow, self.lerp_time_out );
}

chaplinMode( cheatValue )
{
   if( cheatValue )
   {
      println( "Chaplin started!" );
      SetSavedDvar( "chaplincheat", "1" );
      level.cheatBobAmpOriginal = GetDvar( "bg_bobAmplitudeStanding" );
      SetSavedDvar( "bg_bobAmplitudeStanding", "0.02 0.014" );
      MusicStop( 0, true );
      level.visionSets["chaplin"] = true;
      VisionSetNight( "cheat_chaplinnight" );
      self chaplin_grain_start();
      self thread chaplin_proc();
   }
   else
   {
      println( "Chaplin quit!" );
      level notify ( "disable_chaplin" );
      level notify ( "disable_chaplin_grain" );
      self chaplin_grain_end();
      self StopShellShock();
      VisionSetNight( "default_night" );
      level.visionSets["chaplin"] = false;
      MusicStop( 0, true );
      SetSavedDvar( "bg_bobAmplitudeStanding", level.cheatBobAmpOriginal );
      SetSavedDvar( "chaplincheat", "0" );
      if( !flag( "disable_slowmo_cheat" ) )
         SetTimeScale( 1.0 );
   }
   applyVisionSets();
}

chaplin_titlecard_create_background()
{
   overlay = newHudElem();
   overlay.x = 0;
   overlay.y = 0;
   overlay setshader ( "black", 640, 480);
   overlay.alignX = "left";
   overlay.alignY = "top";
   overlay.horzAlign = "fullscreen";
   overlay.vertAlign = "fullscreen";
   overlay.alpha = 1;
   overlay.foreground = true;
   overlay.sort = 0;
   return overlay;
}

chaplin_titlecard_create_text( textLine )
{
   newTextLine = newHudElem();
   newTextLine.x = 0;
   newTextLine.y = -40;
   newTextLine.alignX = "center";
   newTextLine.alignY = "middle";
   newTextLine.horzAlign = "center";
   newTextLine.vertAlign = "middle";
   newTextLine.foreground = true;
   newTextLine setText( textLine );
   newTextLine.fontscale = 3;
   newTextLine.alpha = 1;
   newTextLine.sort = 1;
   newTextLine.color = (0.976, 0.796, 0.412);
   return newTextLine;
}

chaplin_titlecard( textLine )
{
   if ( getdvar( "chaplincheat" ) != "1" )
      return;
   if ( getdvar( "cheat_chaplin_titlecardshowing" ) == "1" )
      return;
   if( flag( "disable_slowmo_cheat" ) )
      return;
   SetDvar( "cheat_chaplin_titlecardshowing", 1 );
   theDarkness = chaplin_titlecard_create_background();
   theLine = chaplin_titlecard_create_text( textLine );
   SetTimeScale( 0.05 );
   wait 0.15;
   SetTimeScale( 1 );
   theDarkness Destroy();   
   theLine Destroy();
   SetDvar( "cheat_chaplin_titlecardshowing", 0 );
}

find_player()
{
}

chaplin_proc()
{
   level endon ( "disable_chaplin" );
   while( 1 )
   {
      self Shellshock( "chaplincheat", 60, true );
      MusicPlay( "cheat_chaplin_music", 0, true );
      wait 0.5;
      if( !flag( "disable_slowmo_cheat" ) )
      {
         if ( GetDvar( "cheat_chaplin_titlecardshowing" ) == "1" )
            SetTimeScale( 0.05 );
         else
            SetTimeScale( 1.7 );
      }
   }
}

chaplin_grain_start()
{
   self.cheatGrainLooper = spawn("script_model", self geteye() );
   self.cheatGrainLooper setmodel("tag_origin");
   self.cheatGrainLooper hide();
   PlayFXOnTag( level._effect["grain_test"], self.cheatGrainLooper, "tag_origin" );
   self thread chaplin_grain_proc();
}

chaplin_grain_end()
{
   if( !IsDefined( self.cheatGrainLooper ) )
      return;
   self.cheatGrainLooper Delete();
}

chaplin_grain_proc()
{
   level endon ( "disable_chaplin_grain" );
   while(1)
   {
      self.cheatGrainLooper.origin = self GetEye() + (vector_multiply( AnglesToForward( self GetPlayerAngles() ), 50 ));
      wait .01;
   }
}

is_cheating()
{
   for ( i = 0; i < level.cheatDvars.size; i++ )
      if(level.cheatStates[ level.cheatDvars[i] ] )
         return true;
   return false;
}


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Last edited by coolbunny1234 ; edited 1 time in total

The following 5 users thanked coolbunny1234 for this useful post:

DeadLizard (08-19-2018), Loke (08-19-2018), Yamborghini (08-13-2018), TOXIC (06-01-2018), Boss34 (05-31-2018)
#2. Posted:
Boss34
  • TTG Destroyer
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Joined: Oct 12, 201410Year Member
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Status: Offline
Joined: Oct 12, 201410Year Member
Posts: 7,067
Reputation Power: 687
There's quite a few people who doing coding on here I'm pretty sure, I think an old friend of mine still does this. I'll give him a shout and let you know if he can help.
#3. Posted:
coolbunny1234
  • Winner!
Status: Offline
Joined: Aug 09, 200915Year Member
Posts: 6,493
Reputation Power: 8063
Motto: The Original Bunny
Motto: The Original Bunny
Status: Offline
Joined: Aug 09, 200915Year Member
Posts: 6,493
Reputation Power: 8063
Motto: The Original Bunny
Boss wrote There's quite a few people who doing coding on here I'm pretty sure, I think an old friend of mine still does this. I'll give him a shout and let you know if he can help.


Thank you man, I'd greatly appreciate it!
#4. Posted:
coolbunny1234
  • TTG Commander
Status: Offline
Joined: Aug 09, 200915Year Member
Posts: 6,493
Reputation Power: 8063
Motto: The Original Bunny
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Posts: 6,493
Reputation Power: 8063
Motto: The Original Bunny
Fixed the issue bois, see below.

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