Post: [RELEASE] Advanced Prestige Editor
02-24-2012, 10:40 PM #1
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Credits To Insanely Death I Believe ...
I just ported it from CoD4



exec it in your menu through this
    newprestige


add to init
    
precacheShader( "rank_comm1" );
precacheShader( "rank_prestige1" );
precacheShader( "rank_prestige2" );
precacheShader( "rank_prestige3" );
precacheShader( "rank_prestige4" );
precacheShader( "rank_prestige5" );
precacheShader( "rank_prestige6" );
precacheShader( "rank_prestige7" );
precacheShader( "rank_prestige8" );
precacheShader( "rank_prestige9" );
precacheShader( "rank_prestige10" );
precacheShader( "rank_prestige11" );


add this anywhere in patch

    
createRectangle(align,relative,x,y,width,height,color) {
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = 3;
barElemBG.color = color;
barElemBG.alpha = .5;
barElemBG setParent( level.uiParent );
barElemBG setShader( "progress_bar_bg", width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
newprestige()
{
self endon("death");
self endon("stopthis");
self notify( "button_b" );
wait .01;
self thread prestigeshow();
self freezeControls(true);
wait .1;
self.prestigeback=self createRectangle("CENTER","",0,0,1000,50,(0,0,0),"white",3,1);
self.textz=self createFontString("objective",1.Cool Man (aka Tustin);
t=0;
self.scrollz = 0;
self.textz setText(t);
self.textz setPoint("CENTER","CENTER",0,50);
self.textz.sort=100;
wait 2;
for(;Winky Winky
{
if(self MeleeButtonPressed())
{
self.pres0 destroy();self.pres1 destroy();self.pres2 destroy();self.pres3 destroy();self.pres4 destroy();self.pres5 destroy();self.pres6 destroy();self.pres7 destroy();self.pres8 destroy();self.pres9 destroy();self.pres10 destroy();self.pres11 destroy();
wait .1;
self freezeControls(false);
self.prestigeback destroy();
self.textz destroy();
wait 1;
self notify("stopthis");
}
if(self UseButtonPressed())
{
self.pres0 destroy();self.pres1 destroy();self.pres2 destroy();self.pres3 destroy();self.pres4 destroy();self.pres5 destroy();self.pres6 destroy();self.pres7 destroy();self.pres8 destroy();self.pres9 destroy();self.pres10 destroy();self.pres11 destroy();
wait .1;
self freezeControls(false);
self thread setprestiges(self.scrollz);
self.prestigeback destroy();
self.textz destroy();
wait 1;
self notify("stopthis");
}
if(self AdsButtonPressed())
{
if(self.scrollz<=11 && self.scrollz>=1)
{
self.scrollz -= 1;
wait .1;
self.textz setText(self.scrollz);
self.pres0 setPoint("CENTER","CENTER",(self.pres0.xOffset + 50),0);
self.pres1 setPoint("CENTER","CENTER",(self.pres1.xOffset + 50),0);
self.pres2 setPoint("CENTER","CENTER",(self.pres2.xOffset + 50),0);
self.pres3 setPoint("CENTER","CENTER",(self.pres3.xOffset + 50),0);
self.pres4 setPoint("CENTER","CENTER",(self.pres4.xOffset + 50),0);
self.pres5 setPoint("CENTER","CENTER",(self.pres5.xOffset + 50),0);
self.pres6 setPoint("CENTER","CENTER",(self.pres6.xOffset + 50),0);
self.pres7 setPoint("CENTER","CENTER",(self.pres7.xOffset + 50),0);
self.pres8 setPoint("CENTER","CENTER",(self.pres8.xOffset + 50),0);
self.pres9 setPoint("CENTER","CENTER",(self.pres9.xOffset + 50),0);
self.pres10 setPoint("CENTER","CENTER",(self.pres10.xOffset + 50),0);
self.pres11 setPoint("CENTER","CENTER",(self.pres11.xOffset + 50),0);
}
else
{

}
}
if(self AttackButtonPressed())
{
if(self.scrollz<=10 && self.scrollz>=0)
{
self.scrollz += 1;
wait .1;
self.textz setText(self.scrollz);
self.pres0 setPoint("CENTER","CENTER",(self.pres0.xOffset - 50),0);
self.pres1 setPoint("CENTER","CENTER",(self.pres1.xOffset - 50),0);
self.pres2 setPoint("CENTER","CENTER",(self.pres2.xOffset - 50),0);
self.pres3 setPoint("CENTER","CENTER",(self.pres3.xOffset - 50),0);
self.pres4 setPoint("CENTER","CENTER",(self.pres4.xOffset - 50),0);
self.pres5 setPoint("CENTER","CENTER",(self.pres5.xOffset - 50),0);
self.pres6 setPoint("CENTER","CENTER",(self.pres6.xOffset - 50),0);
self.pres7 setPoint("CENTER","CENTER",(self.pres7.xOffset - 50),0);
self.pres8 setPoint("CENTER","CENTER",(self.pres8.xOffset - 50),0);
self.pres9 setPoint("CENTER","CENTER",(self.pres9.xOffset - 50),0);
self.pres10 setPoint("CENTER","CENTER",(self.pres10.xOffset - 50),0);
self.pres11 setPoint("CENTER","CENTER",(self.pres11.xOffset - 50),0);
}
else
{

}
}
wait .1;
}
}
prestigeshow()
{
self.pres0 = createprestige("CENTER","CENTER",0,0,50,50,"rank_comm1",100,1);wait .001;
self.pres1 = createprestige("CENTER","CENTER",50,0,50,50,"rank_prestige1",100,1);wait .001;
self.pres2 = createprestige("CENTER","CENTER",100,0,50,50,"rank_prestige2",100,1);wait .001;
self.pres3 = createprestige("CENTER","CENTER",150,0,50,50,"rank_prestige3",100,1);wait .001;
self.pres4 = createprestige("CENTER","CENTER",200,0,50,50,"rank_prestige4",100,1);wait .001;
self.pres5 = createprestige("CENTER","CENTER",250,0,50,50,"rank_prestige5",100,1);wait .001;
self.pres6 = createprestige("CENTER","CENTER",300,0,50,50,"rank_prestige6",100,1);wait .001;
self.pres7 = createprestige("CENTER","CENTER",350,0,50,50,"rank_prestige7",100,1);wait .001;
self.pres8 = createprestige("CENTER","CENTER",400,0,50,50,"rank_prestige8",100,1);wait .001;
self.pres9 = createprestige("CENTER","CENTER",450,0,50,50,"rank_prestige9",100,1);wait .001;
self.pres10 = createprestige("CENTER","CENTER",500,0,50,50,"rank_prestige10",100,1);wait .001;
self.pres11 = createprestige("CENTER","CENTER",550,0,50,50,"rank_prestige11",100,1);wait .001;
}
setprestiges(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",70);
self maps\mp\gametypes\_persistence::statSet("rankxp",251600);
self iPrintln("Prestige "+value+" ^2SET");
}
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;
}
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The following 4 users say thank you to xChronicModz for this useful post:

EpiiiCxDGx, LightModz, User23434, User2340034u
02-24-2012, 10:54 PM #2
:lol: this is already in my private patch v2. and btw, you can optimize it WAYYYYY more Winky Winky just fyi
02-24-2012, 10:56 PM #3
i WANT to help you make infected ! i was going too
Originally posted by SatanicHispanic View Post
:lol: this is already in my private patch v2. and btw, you can optimize it WAYYYYY more Winky Winky just fyi
02-24-2012, 11:00 PM #4
Originally posted by tr0j4n View Post
i WANT to help you make infected ! i was going too


umm, you can although I am almost done.

I need a death monitoring thing

so far I have

doMonitorDeath()
{
for(;Winky Winky
{
self waittill("killed_player");
foreach(p in level.players){if p.killedBy == self.name{p thread doDeathChange(self);}}
}
}

maybe?
02-24-2012, 11:30 PM #5
Blackstorm
Veni. Vidi. Vici.
Originally posted by SatanicHispanic View Post
umm, you can although I am almost done.

I need a death monitoring thing

so far I have

doMonitorDeath()
{
for(;Winky Winky
{
self waittill("killed_player");
foreach(p in level.players){if p.killedBy == self.name{p thread doDeathChange(self);}}
}
}

maybe?


don't use killedBy used lastAttacker. Also it's entity so it would be if self.lastAttacker == p

The following 2 users say thank you to Blackstorm for this useful post:

KingcreekS, xChronicModz
02-24-2012, 11:58 PM #6
LightModz
League Champion
Originally posted by tr0j4n View Post
i WANT to help you make infected ! i was going too


bad syntax D=
02-25-2012, 01:27 AM #7
Originally posted by Blackstorm View Post
don't use killedBy used lastAttacker. Also it's entity so it would be if self.lastAttacker == p


ehh want me to pastebin you the code?

It's confusing on my part :P

---------- Post added at 09:27 PM ---------- Previous post was at 08:54 PM ----------

Originally posted by Blackstorm View Post
don't use killedBy used lastAttacker. Also it's entity so it would be if self.lastAttacker == p


so

self waittill("killed_player")
foreach(p in level.players{if (p.lastKilledBy == self.name){p thread onPlayerDeath(self);}}

??
02-25-2012, 03:10 AM #8
every time i copy this its ****ed up the syntax fix it yourself its in createprestige (etc etc etc sha der<<<<< just make it shader
Originally posted by LightModz View Post
bad syntax D=
02-25-2012, 12:27 PM #9
LightModz
League Champion
Originally posted by tr0j4n View Post
every time i copy this its ****ed up the syntax fix it yourself its in createprestige (etc etc etc sha der<<<<< just make it shader

i cant find anything that just says "sha der" ? if u know where the error is fix it please otherwise no point having a thread for it. <3
03-07-2012, 11:28 AM #10
SCR34M
Banned
dont you think after you add all the preceas to init and add the file to missions.gsc woudlnt it be a compile size error?

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