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Killstreak On/Off codehelp
#11
(06-19-2012, 20:29)zxz0O0 Wrote: I understand. Try without the wait (or wait 0.05) and if it doesn't work you need to use another method. The scenario you described happens when the game checks the dvar before you change it (game checks it at map start).

Same situation with 0.05 and same without wait.

Which files are game loading first on a map change?
I want to try to move the call function to the "first file" from the "_load.gsc"


Someone gimme' the OMA's, Nyan Cat's and troll s power to know what to with this code! Big Grin
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#12
I see. If you want to do it without modifying any other gsc you could for example set level.killStreakMod to 999 after a small wait (this means that they need 999 more kills than normal to get the killstreak).
[Image: azuw.jpg]
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#13
(06-19-2012, 22:44)TheRaZ Wrote:
(06-19-2012, 20:29)zxz0O0 Wrote: I understand. Try without the wait (or wait 0.05) and if it doesn't work you need to use another method. The scenario you described happens when the game checks the dvar before you change it (game checks it at map start).

Same situation with 0.05 and same without wait.

Which files are game loading first on a map change?
I want to try to move the call function to the "first file" from the "_load.gsc"


Someone gimme' the OMA's, Nyan Cat's and troll s power to know what to with this code! Big Grin

Put that dvar stuff on Init().
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#14
Thanks for all help amigos Big Grin
It is working now:

Code:
init()
    {
        if ( getDvar("mapname") == "mp_rust" )
            {
                setDvar( "scr_game_hardpoints", 0);
            }
            
        else
            {
                setDvar( "scr_game_hardpoints", 1);
            }
    }
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