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MohForesight


http://www.mohforesight.com :: View topic - Script to read players kill count
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Script to read players kill count

 
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felixfelixxx
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Joined: Jun 10, 2009
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PostPosted: Wed Jun 10, 2009 2:19 pm Post subject: No icon Script to read players kill count Reply with quote

Hi guys, my name is felixfelixx,

Is there a way to setup the foresight to read the score and move the all the players who has reach the 60 kills to spectator until next map?

Thanks lot guys.

www.merc4life.com
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Pimmetje
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Joined: Dec 12, 2008
Posts: 27
Location: Netherlands
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PostPosted: Wed Jun 10, 2009 9:46 pm Post subject: No icon Re: Script to read players kill count Reply with quote

As far as i know it it's not possible with foresight. Correct me if i am wrong. (I not use foresight for some time cause i am short on time Very Happy).
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PostPosted: Thu Jun 11, 2009 12:48 am Post subject: No icon Re: Script to read players kill count Reply with quote

I'm sure a .pk3 file can be created to work with Foresight on this but then again, it's probably better to run something like that as a stand alone mod.

Maybe someone here can help with this idea and create one. Not sure.
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Liberty
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PostPosted: Tue Jun 16, 2009 12:25 am Post subject: No icon Re: Script to read players kill count Reply with quote

Im not sure what this is from the foresight160.pk3 havnt tried it yet.
if you scroll down you will see this section.
Code:
//level.FST_scores = "global/FST_score.scr"
thread level.FST_functions::removeMG42

if (level.v4 != 1)
{
   level waittill spawn
   thread t1
   end
}
end

t1:
   if (level.v4 != 1)
   {
      level.v4 = 1
   }
   else
      end
   setcvar "FST_Ver" "1.6"
   setcvar "FST_Rev" ".0"
   huddraw_string 200 " "
   local.mapname = getcvar(mapname)
   if (getcvar(FST_oldMap) != local.mapname)
   {
      //thread level.FST_scores::scoreset

      setcvar "FST_oldMap" local.mapname
      //setcvar ("FST_playerKillsOld") (getcvar "FST_playerKills") <<<turned>>>
      //setcvar ("FST_playerDeathsOld") (getcvar "FST_playerDeaths")  <<<same>>>
      //for (local.p=0;local.p<=(level.maxclients-1);local.p++)
      //{
      //   game.FST_score[local.p] = 0
      //   game.FST_deaths[local.p] = 0
      //}

   }
   thread mainloop
end

mainloop:
   // get all cvars once per loop...
   level.FST_Action = (getcvar(FST_Action))
   level.FST_shotnum = (getcvar(FST_shotnum))
   
   waitthread teamtotals

   if ($player != NULL)
   {
   for (local.p=1;local.p<=level.maxclients;local.p++)
   {
      //thread level.FST_scores::scoresetup local.p
      waitthread forcedumpvars local.p
      waitthread dmteammark local.p
      waitthread dropspecs local.p
      if (level.FST_Action != "")
      {
         waitthread level.FST_functions::splitstringthread level.FST_Action
         waitthread actiononplayerthread local.p
      }
   }
   }

seems someone was thinking ahead here unless this was tried and found not to work? But the hash marks // tell me that this function has been turned off by default
Liberty
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