Post: [RELEASE]Prestige and Rank Slider
01-23-2012, 03:09 AM #1
INSAN3LY_D34TH
INSAN3LY GAMING
(adsbygoogle = window.adsbygoogle || []).push({}); Ok guys, the other day I released the prestige slider then went back through and looked at comments and fixed the prestige slider and added the option to do ranks also. So here is the release. The video is the same one, since its almost exactly the same. It only shows 5 ranks/prestiges on the screen at a time. The center one is bigger so you know which is highlighted. Comment below with any changes you would like to see and before you say it is a long ass code, at least it works haha.



thread it in your menu with
    newselector

and for the input put either: prestige or rank


    newselector(choice)
{
s=self;
s endon("death");
s endon("stopthis");
s.textz=s createFontString("objective",2.0);
s ExitMenu();
s freezeControls(false);
wait .1;
s freezeControls(true);
wait .1;
s.prestigeback=s createRectangle("CENTER","",0,0,1000,70,(0,0,0),"white",3,1);
s.textz setPoint("CENTER","CENTER",0,60);
s.textz.sort=100;
if(choice=="prestige")
{
t=0;
s.scrollz = 0;
for(i=-2;i<0;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
s.pres[0] = createprestige("CENTER","CENTER",0,0,70,70,"rank_comm1",100,1);
for(i=1;i<3;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"rank_prestige" + i,100,1);
}
s.textz setText(t);
}
else if(choice=="rank")
{
t=1;
s.scrollz = 1;
s.ranks = strTok("rank_pvt1|rank_pfc1|rank_pfc2|rank_lcpl1|rank_lcpl2|rank_lcpl3|rank_cpl1|rank_cpl2|rank_cpl3|rank_sgt1|rank_sgt2|rank_sgt3|rank_ssgt1|rank_ssgt2|rank_ssgt3|rank_gysgt1|rank_gysgt2|rank_gysgt3|rank_msgt1|rank_msgt2|rank_msgt3|rank_mgysgt1|rank_mgysgt2|rank_mgysgt3|rank_2ndlt1|rank_2ndlt2|rank_2ndlt3|rank_1stlt1|rank_1stlt2|rank_1stlt3|rank_capt1|rank_capt2|rank_capt3|rank_maj1|rank_maj2|rank_maj3|rank_ltcol1|rank_ltcol2|rank_ltcol3|rank_col1|rank_col2|rank_col3|rank_bgen1|rank_bgen2|rank_bgen3|rank_majgen1|rank_majgen2|rank_majgen3|rank_ltgen1|rank_ltgen2|rank_ltgen3|rank_gen1|rank_gen2|rank_gen3|rank_comm1","|");
for(i=-2;i<0;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
for(i=0;i<3;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,s.ranks[i],100,1);
}
s.textz setText(t);
}
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
if(choice=="rank")
{
for(i=-2;i<3;i++)
{
s.r[i] destroy();
}
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
}
wait .001;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s UseButtonPressed())
{
if(choice=="rank")
{
for(i=-2;i<3;i++)
{
s.r[i] destroy();
}
s thread rank(s.scrollz);
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
s thread prestige(s.scrollz);
}
wait .1;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s.scrollz==0)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("",50,50);
s.pres[0] setShader("rank_comm1",70,70);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
}
}
else if(s.scrollz==1)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
s.r[0] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==2)
{
if(choice=="prestige")
{
s.pres[-2] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==10)
{
if(choice=="prestige")
{
s.pres[1] setShader("rank_prestige11",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==11)
{
if(choice=="prestige")
{
s.pres[1] setShader("",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==54)
{
if(choice=="rank")
{
s.r[1] setShader("rank_comm1",50,50);
s.r[2] setShader("",50,50);
}
}
else if(s.scrollz==55)
{
if(choice=="rank")
{
s.r[1] setShader("",50,50);
s.r[2] setShader("",50,50);
}
}
if(s AdsButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=11 && s.scrollz>=1)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=55 && s.scrollz>=2)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
if(s AttackButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=10 && s.scrollz>=0)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=54 && s.scrollz>=1)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
wait .001;
}
}
createprestige(align,relative,x,y,width,height,shader,sort,alpha)
{
prestigeshader=newClientHudElem(self);
prestigeshader.elemType="bar";
if(!level.splitScreen)
{
prestigeshader.x=-2;
prestigeshader.y=-2;
}
prestigeshader.width=width;
prestigeshader.height=height;
prestigeshader.align=align;
prestigeshader.relative=relative;
prestigeshader.xOffset=0;
prestigeshader.yOffset=0;
prestigeshader.children=[];
prestigeshader.sort=sort;
prestigeshader.alpha=alpha;
prestigeshader setParent(level.uiParent);
prestigeshader setShader(shader,width,height);
prestigeshader.hidden=false;
prestigeshader setPoint(align,relative,x,y);
return prestigeshader;
}
prestige(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("plevel",value);
self maps\mp\gametypes\_persistence::statSet("rank",55);
self maps\mp\gametypes\_persistence::statSet("rankxp",900000);
self iPrintln("Prestige "+value+" ^2SET");
}
rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level 55 ^2SET");
}
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The following 10 users say thank you to INSAN3LY_D34TH for this useful post:

1337HaXaLoT, 247Yamato, bnader, coolbunny1234, IELIITEMODZX, Jacob-And-Britt, KCxFTW, nZxMikeeeyx, x_DaftVader_x
01-23-2012, 03:40 AM #2
Originally posted by D34TH View Post
Ok guys, the other day I released the prestige slider then went back through and looked at comments and fixed the prestige slider and added the option to do ranks also. So here is the release. The video is the same one, since its almost exactly the same. It only shows 5 ranks/prestiges on the screen at a time. The center one is bigger so you know which is highlighted. Comment below with any changes you would like to see and before you say it is a long ass code, at least it works haha.



thread it in your menu with
    newselector

and for the input put either: prestige or rank


    newselector(choice)
{
s=self;
s endon("death");
s endon("stopthis");
s.textz=s createFontString("objective",2.0);
s ExitMenu();
s freezeControls(false);
wait .1;
s freezeControls(true);
wait .1;
s.prestigeback=s createRectangle("CENTER","",0,0,1000,70,(0,0,0),"white",3,1);
s.textz setPoint("CENTER","CENTER",0,60);
s.textz.sort=100;
if(choice=="prestige")
{
t=0;
s.scrollz = 0;
for(i=-2;i<0;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
s.pres[0] = createprestige("CENTER","CENTER",0,0,70,70,"rank_comm1",100,1);
for(i=1;i<3;i++)
{
s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"rank_prestige" + i,100,1);
}
s.textz setText(t);
}
else if(choice=="rank")
{
t=1;
s.scrollz = 1;
s.ranks = strTok("rank_pvt1|rank_pfc1|rank_pfc2|rank_lcpl1|rank_lcpl2|rank_lcpl3|rank_cpl1|rank_cpl2|rank_cpl3|rank_sgt1|rank_sgt2|rank_sgt3|rank_ssgt1|rank_ssgt2|rank_ssgt3|rank_gysgt1|rank_gysgt2|rank_gysgt3|rank_msgt1|rank_msgt2|rank_msgt3|rank_mgysgt1|rank_mgysgt2|rank_mgysgt3|rank_2ndlt1|rank_2ndlt2|rank_2ndlt3|rank_1stlt1|rank_1stlt2|rank_1stlt3|rank_capt1|rank_capt2|rank_capt3|rank_maj1|rank_maj2|rank_maj3|rank_ltcol1|rank_ltcol2|rank_ltcol3|rank_col1|rank_col2|rank_col3|rank_bgen1|rank_bgen2|rank_bgen3|rank_majgen1|rank_majgen2|rank_majgen3|rank_ltgen1|rank_ltgen2|rank_ltgen3|rank_gen1|rank_gen2|rank_gen3|rank_comm1","|");
for(i=-2;i<0;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"",100,1);
}
for(i=0;i<3;i++)
{
s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,s.ranks[i],100,1);
}
s.textz setText(t);
}
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
if(choice=="rank")
{
for(i=0;i<55;i++)
{
s.r[i] destroy();
}
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
}
wait .001;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s UseButtonPressed())
{
if(choice=="rank")
{
for(i=0;i<55;i++)
{
s.r[i] destroy();
}
s thread rank(s.scrollz);
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres[i] destroy();
}
s thread prestige(s.scrollz);
}
wait .1;
s freezeControls(false);
s.prestigeback destroy();
s.textz destroy();
wait 1;
s notify("stopthis");
}
if(s.scrollz==0)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("",50,50);
s.pres[0] setShader("rank_comm1",70,70);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
}
}
else if(s.scrollz==1)
{
if(choice=="prestige")
{
s.pres[-2] setShader("",50,50);
s.pres[-1] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("",50,50);
s.r[0] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==2)
{
if(choice=="prestige")
{
s.pres[-2] setShader("rank_comm1",50,50);
}
else if(choice=="rank")
{
s.r[-2] setShader("",50,50);
s.r[-1] setShader("rank_pvt1",50,50);
}
}
else if(s.scrollz==10)
{
if(choice=="prestige")
{
s.pres[1] setShader("rank_prestige11",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==11)
{
if(choice=="prestige")
{
s.pres[1] setShader("",50,50);
s.pres[2] setShader("",50,50);
}
}
else if(s.scrollz==54)
{
if(choice=="rank")
{
s.r[1] setShader("rank_comm1",50,50);
s.r[2] setShader("",50,50);
}
}
else if(s.scrollz==55)
{
if(choice=="rank")
{
s.r[1] setShader("",50,50);
s.r[2] setShader("",50,50);
}
}
if(s AdsButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=11 && s.scrollz>=1)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=55 && s.scrollz>=2)
{
s.scrollz -= 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
if(s AttackButtonPressed())
{
if(choice=="prestige")
{
if(s.scrollz<=10 && s.scrollz>=0)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
}
}
else if(choice=="rank")
{
if(s.scrollz<=54 && s.scrollz>=1)
{
s.scrollz += 1;
wait .001;
s.textz setText(s.scrollz);
s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
}
}
}
wait .001;
}
}
createprestige(align,relative,x,y,width,height,shader,sort,alpha)
{
prestigeshader=newClientHudElem(self);
prestigeshader.elemType="bar";
if(!level.splitScreen)
{
prestigeshader.x=-2;
prestigeshader.y=-2;
}
prestigeshader.width=width;
prestigeshader.height=height;
prestigeshader.align=align;
prestigeshader.relative=relative;
prestigeshader.xOffset=0;
prestigeshader.yOffset=0;
prestigeshader.children=[];
prestigeshader.sort=sort;
prestigeshader.alpha=alpha;
prestigeshader setParent(level.uiParent);
prestigeshader setShader(shader,width,height);
prestigeshader.hidden=false;
prestigeshader setPoint(align,relative,x,y);
return prestigeshader;
}
prestige(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("plevel",value);
self maps\mp\gametypes\_persistence::statSet("rank",55);
self maps\mp\gametypes\_persistence::statSet("rankxp",900000);
self iPrintln("Prestige "+value+" ^2SET");
}
rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level 55 ^2SET");
}


it is a long ass code lmfao JK

edit: ive got a very nice idea for this Happy skype tomoz ill show you
01-23-2012, 03:46 AM #3
1337HaXaLoT
Bounty hunter
Nice release :black:

The following user thanked 1337HaXaLoT for this useful post:

IELIITEMODZX
01-23-2012, 07:46 AM #4
Originally posted by D34TH View Post
..
    rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level 55 ^2SET");
}
I don't think that rank will stick like that. Doesn't for me anyway..

Far too much setText as well... :(
01-23-2012, 12:32 PM #5
seb5594
Proud Former Admin
Add to the prestige(value) function this:

    self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "You Have Been Promoted!", "Commander", "rank_prestige"+value+"", (0, 0, 1));


This works perfect for me Winky Winky
01-23-2012, 01:23 PM #6
Originally posted by x. View Post
    rank(value)
{
self playsound("mp_level_up");
setDvar("scr_forcerankedmatch","1");
setdvar("xblive_privatematch","0");
setDvar("onlinegame","1");
wait 0.5;
self maps\mp\gametypes\_persistence::statSet("rank",value);
self iPrintln("Level 55 ^2SET");
}
I don't think that rank will stick like that. Doesn't for me anyway..

Far too much setText as well... :(
PM me your prestige script lolz i dont have a ps3 to test my prestige picker so i dont no if it will work on ps3 :wub:

i meen the bit that ranks you up :p
01-23-2012, 02:50 PM #7
Originally posted by seb5594 View Post
Add to the prestige(value) function this:

    self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "You Have Been Promoted!", "Commander", "rank_prestige"+value+"", (0, 0, 1));


This works perfect for me Winky Winky
You don't need to use that. Just use the function for announcing promotion that's in the game already. It's in Rank.gsc somewhere but I can't remember the function name atm..

---------- Post added at 02:48 PM ---------- Previous post was at 02:48 PM ----------

Originally posted by IELIITEMODZX View Post
PM me your prestige script lolz i dont have a ps3 to test my prestige picker so i dont no if it will work on ps3 :wub:

i meen the bit that ranks you up :p


It's in my patch somewhere.. I can't remember where though Happy

---------- Post added at 02:50 PM ---------- Previous post was at 02:48 PM ----------

Originally posted by Badman.
I think that's enough optimizing to keep me happy (this time) =D
you looked in my patch at my prestige/dvar picker yet then? it's pretty ****ing big Awesome face
01-23-2012, 02:54 PM #8
247Yamato
< ^ > < ^ >
The problem I find on this is that you create too many hud elements, :S
01-23-2012, 03:38 PM #9
Originally posted by x. View Post
You don't need to use that. Just use the function for announcing promotion that's in the game already. It's in Rank.gsc somewhere but I can't remember the function name atm..

---------- Post added at 02:48 PM ---------- Previous post was at 02:48 PM ----------



It's in my patch somewhere.. I can't remember where though Happy

---------- Post added at 02:50 PM ---------- Previous post was at 02:48 PM ----------

you looked in my patch at my prestige/dvar picker yet then? it's pretty ****ing big Awesome face


kk lolz ill have a look in your patch.
01-23-2012, 03:45 PM #10
Originally posted by Badman.
I must warn you it is pain to my eyes seeing all these pointless variables and waste of space methods :cry:
in what ? stare

edit: just looked OMG haha

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