A
armyboy
Newbie
Hello
I want help to add HIGH XP commands to message mod so what should i type first to make the commands work please this is war.gsc in the message mod to put in it the HIGH XP commands :
And this is the HIGH XP command :
set scr_gametype_score_kill "1000"
set scr_xpscale "200"
Please what should i do to put them and make them work with message mod.[/code]
I want help to add HIGH XP commands to message mod so what should i type first to make the commands work please this is war.gsc in the message mod to put in it the HIGH XP commands :
Code:
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
War
Objective: Score points for your team by eliminating players on the opposing team
Map ends: When one team reaches the score limit, or time limit is reached
Respawning: No wait / Near teammates
Level requirements
------------------
Spawnpoints:
classname mp_tdm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
Level script requirements
-------------------------
Team Definitions:
game["allies"] = "marines";
game["axis"] = "opfor";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.
If using minefields or exploders:
maps\mp\_load::main();
Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
This sets what character models are used for each nationality on a particular map.
Valid settings:
american_soldiertype normandy
british_soldiertype normandy, africa
russian_soldiertype coats, padded
german_soldiertype normandy, africa, winterlight, winterdark
*/
/*QUAKED mp_tdm_spawn (0.0 0.0 1.0) (-16 -16 0) (16 16 72)
Players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_tdm_spawn_axis_start (0.5 0.0 1.0) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions at the start of a round.*/
/*QUAKED mp_tdm_spawn_allies_start (0.0 0.5 1.0) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions at the start of a round.*/
main()
{
if(getdvar("mapname") == "mp_background")
return;
thread maps\mp\gametypes\_welcome_message::main();
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
maps\mp\gametypes\_globallogic::registerTimeLimitDvar( "war", 10, 0, 1440 );
maps\mp\gametypes\_globallogic::registerScoreLimitDvar( "war", 500, 0, 5000 );
maps\mp\gametypes\_globallogic::registerRoundLimitDvar( "war", 1, 0, 10 );
maps\mp\gametypes\_globallogic::registerNumLivesDvar( "war", 0, 0, 10 );
level.teamBased = true;
level.onStartGameType = ::onStartGameType;
level.onSpawnPlayer = ::onSpawnPlayer;
game["dialog"]["gametype"] = "team_deathmtch";
}
onStartGameType()
{
setClientNameMode("auto_change");
maps\mp\gametypes\_globallogic::confused:etObjectiveText( "allies", &"OBJECTIVES_WAR" );
maps\mp\gametypes\_globallogic::confused:etObjectiveText( "axis", &"OBJECTIVES_WAR" );
if ( level.splitscreen )
{
maps\mp\gametypes\_globallogic::confused:etObjectiveScoreText( "allies", &"OBJECTIVES_WAR" );
maps\mp\gametypes\_globallogic::confused:etObjectiveScoreText( "axis", &"OBJECTIVES_WAR" );
}
else
{
maps\mp\gametypes\_globallogic::confused:etObjectiveScoreText( "allies", &"OBJECTIVES_WAR_SCORE" );
maps\mp\gametypes\_globallogic::confused:etObjectiveScoreText( "axis", &"OBJECTIVES_WAR_SCORE" );
}
maps\mp\gametypes\_globallogic::confused:etObjectiveHintText( "allies", &"OBJECTIVES_WAR_HINT" );
maps\mp\gametypes\_globallogic::confused:etObjectiveHintText( "axis", &"OBJECTIVES_WAR_HINT" );
level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::tongue:laceSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::tongue:laceSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );
allowed[0] = "war";
if ( getDvarInt( "scr_oldHardpoints" ) > 0 )
allowed[1] = "hardpoint";
level.displayRoundEndText = false;
maps\mp\gametypes\_gameobjects::main(allowed);
// elimination style
if ( level.roundLimit != 1 && level.numLives )
{
level.overrideTeamScore = true;
level.displayRoundEndText = true;
level.onEndGame = ::onEndGame;
}
}
onSpawnPlayer()
{
self.usingObj = undefined;
if ( level.inGracePeriod )
{
spawnPoints = getentarray("mp_tdm_spawn_" + self.pers["team"] + "_start", "classname");
if ( !spawnPoints.size )
spawnPoints = getentarray("mp_sab_spawn_" + self.pers["team"] + "_start", "classname");
if ( !spawnPoints.size )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
else
{
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
self spawn( spawnPoint.origin, spawnPoint.angles );
}
onEndGame( winningTeam )
{
if ( isdefined( winningTeam ) && (winningTeam == "allies" || winningTeam == "axis") )
[[level._setTeamScore]]( winningTeam, [[level._getTeamScore]]( winningTeam ) + 1 );
}
And this is the HIGH XP command :
set scr_gametype_score_kill "1000"
set scr_xpscale "200"
Please what should i do to put them and make them work with message mod.[/code]