killstreaks mod bug on S&Deee
#1
HI

i use the killstreaks mod (attached)
but its has bug on search and destroy:
The Killstreak Count Resets To 0 when round changed?!! Sad

how can fix this problem??


.rar   CustomStreaks.rar (Size: 31.74 KB / Downloads: 58)
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#2
is it very hard realy?
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#3
This was posted on alteriwnet forums by @banz , I just copied and pasted his info, Tongue

Code:
Hey, i figured out a way to save variables in round-based gamemodes like SnD, so they wont get reset on round end. Well, i already used that method in promodv3.1 and feel like posting how to to do it now . ;) As you might know, normally variables get "reset" when the round ends in SnD (Sab), even if you define them somewhere on init() or onplayerconnect() e.g.: You define some variables on onplayerconnect() or onplayerspawned() (above the for(;;) loop) of some .gsc file: Code: Select all onPlayerConnect() { for(;;) { level waittill( "connected", player ); if(!isDefined( player.roundsplayed )) //this wont help :p player.roundsplayed = 0; //to count the rounds the player played player thread onPlayerSpawned(); } } or Code: Select all onPlayerSpawned() { self endon("disconnect"); if(!isDefined( self.roundsplayed )) //this wont help :P self.roundsplayed = 0; //to count the rounds the self played for(;;) { self waittill("spawned_player"); self thread countRounds(); } } and you make a function countRounds() to count the times you spawned (rounds played) and displays it after you spawned, so you can see if its counted correctly. Code: Select all countRounds() { self endon("disconnect"); self endon("death"); self.roundsplayed++; while( !gameFlag( "prematch_done" ) ) wait .05; for (i=0; i < 4; i++) { self iPrintLnBold("^7Rounds Played ^1" +self.roundsplayed); wait 1.5; } } You will see that that self.roundsplayed (player.roundsplayed) will get reset to 0 every time a round ends. Even if you put a if( !isDefined (player.roundsplayed ) ) infront. Every time you spawn "Rounds Played 1" will be displayed. Well, the solution to avoid the resetting is quite simple: You define the variable at the same place naming it: Code: Select all if ( !isDefined( player.pers["roundsPlayed"] ) ) player.pers["roundsPlayed"] = 0; Working code: Spoiler: Toggle Code: Select all onPlayerConnect() { for(;;) { level waittill( "connected", player ); if ( !isDefined( player.pers["roundsPlayed"] ) ) player.pers["roundsPlayed"] = 0; player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); self thread countRounds(); } } countRounds() { self endon("disconnect"); self endon("death"); self.pers["roundsPlayed"]++; while( !gameFlag( "prematch_done" ) ) wait .05; for (i=0; i < 4; i++) { self iPrintLnBold("^7Rounds Played ^1" +self.pers["roundsPlayed"]); wait 1.5; } } So if you want to define a player.variable you have to define it like this: Code: Select all if ( !isDefined( player.pers["variablename"] ) ) player.pers["variablename"] = 0; (same goes for arrays) Spoiler: Toggle Code: Select all if ( !isDefined( player.pers["arrayname"] ) ) player.pers["arrayname"] = []; and put it onplayerconnect() If you want to define a self.variable the same way Code: Select all if ( !isDefined( self.pers["variablename"] ) ) self.pers["variablename"] = 0; and put it onplayerspawned(). You may also search for self.pers or players.pers variables in the "stock" .gsc files an put yours below... (There are some in _playerlogic.gsc and _rank.gsc for example.) This will also work in costum .gsc files, at least if you call them properly. ;)
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#4
and how do this with self.money that your money won't reset?
Black Ops Mods:

RPG(rocket launcher) mod
Get the Specials

Old aliasses:

eliteCVDelite
CVD

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#5
Put player.money on connect.
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