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BF2 Rank Mod 1.5.5 [4/21/11] (pRED*)


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tron420
Senior Member
Join Date: Oct 2006
Old 04-23-2007 , 05:37   Re: Bf2 Rank Mod
Reply With Quote #271

thx vittu
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Old 04-23-2007, 05:37
vittu
This message has been deleted by vittu. Reason: irrelevant previous post edited...
pRED*
Join Date: Dec 2006
Old 04-24-2007 , 19:33   Re: Bf2 Rank Mod
Reply With Quote #272

Making progress on working through the fixes.

Found another great one which explains some badges not being awarded in CSDM (all the basic ones really..)

To save CPU time I've made it only check badges every 3 deaths (In CSDM) and to get the basic badges you need to get 3/4 kills with a gun without dieing..

But if the badge doesn't get checked on your next death (2/3 chance that it won't) you won't get the badge because the stats are cleared on death.

Might have to rewrite the badge check to check some stuff every death and others every 3..
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tron420
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Join Date: Oct 2006
Old 04-24-2007 , 20:58   Re: Bf2 Rank Mod
Reply With Quote #273

any news on a top10 by kills and ability to see others weapon stats ? also more weapons stats ( maybe all ? ) would be greatly appreciated
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pRED*
Join Date: Dec 2006
Old 04-24-2007 , 21:02   Re: Bf2 Rank Mod
Reply With Quote #274

Others weapon stats have been added. Cmd /whostats <name>

Im working on top ranked online/on each team/ever at the moment.
Making a top 10 is way harder though..
I don't really see the point in weapon stats, the ones that are there are to help you find out how close you are to a badge.. I'll think about it though.

I've fixed a bug in the sprites, the 3 deaths prob is gone (i think)..

Umm few other things.. Getting there
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tron420
Senior Member
Join Date: Oct 2006
Old 04-24-2007 , 21:48   Re: Bf2 Rank Mod
Reply With Quote #275

there are tons of stat whores out there. stats are the 1 way of keeping track of any info u want to know. the stats in bf2 are awesome and i was just hoping to see more stats in ur plugin.
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pRED*
Join Date: Dec 2006
Old 04-25-2007 , 01:43   Re: Bf2 Rank Mod
Reply With Quote #276

It's just a pain to add to the things that are saved.

If I want to save more items it's gonna mess up SQL saving. Need to learn more about SQL for it I think or just have two different tables that I use..
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ajinkya_x
Junior Member
Join Date: May 2006
Location: Mumbai, India
Old 04-25-2007 , 07:01   Re: Bf2 Rank Mod
Reply With Quote #277

I got this error please help me:
Code:
L 04/25/2007 - 16:44:16: [AMXX] Zlib error encountered: -2(1048230)
L 04/25/2007 - 16:44:16: [AMXX] Zlib error encountered: -2(1048230)
L 04/25/2007 - 16:44:16: [AMXX] Zlib error encountered: -2(1048230)
L 04/25/2007 - 16:44:16: [AMXX] Failed to allocate memory (plugin "bf2rank.amxx)
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ajinkya_x
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Join Date: May 2006
Location: Mumbai, India
Old 04-25-2007 , 07:09   Re: Bf2 Rank Mod
Reply With Quote #278

it's now working I added Debug.
Now can u tell me how can I enable it with ZBots ?
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 04-25-2007 , 07:45   Re: Bf2 Rank Mod
Reply With Quote #279

Quote:
Originally Posted by ajinkya_x View Post
Now can u tell me how can I enable it with ZBots ?
http://forums.alliedmods.net/showthread.php?t=46031
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 04-26-2007 , 21:35   Re: Bf2 Rank Mod
Reply With Quote #280

pRED* | NZ:

- Delay the csdm_PostSpawn give_userweapon a bit, so that csdm doesn't overwrite what is done with bf2's give_userweapon.

I used:
set_task(0.5, "give_userweapon", player);
but you could be able to set it shorter... Otherwise csdm equip if used will not let bf2 set hp or give a scout


- In give_userweapon, i would not get user hp first then add a number. Because a hud can reset more then once giving them 100 + 30 the first time then 130 + 30 the second time. For example a player respawns from csdm (hudreset) then round ends (hudreset2) while still alive. since players are supposed to start with 100 hp when they spawn, just use 100+# instead getting their hp then +


- I think sql should be an editable define instead of a cvar, mainly because you require them to load the sql module even if they are using it when you compile with the include. Could be another way around it but not sure, never bothered to see if module autoload could be blocked.
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