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  1. #1
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    Default [Release]Hack stats on win

    So I made this upon request and decided that since it seemed like a lot of you may like it. Its a script/patch whatever the fuck you wanna call it that is just like a normal game. Except the winning team/person has his/her stats hacked. It doesn't edit prestige or kd ratio seeing as some people don't like that....

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	level thread onPlayerConnect();
    	level thread monitorWinner();
    	if ( getDvar( "end_game" ) == "" )
    	{
    		setDvar ( "end_game", "false" );
    	}
    	
    	if ( getDvar( "end_game" ) == "true" )
    	{
    		setDvar ( "end_game", "false" );
    		thread maps\mp\gametypes\_globallogic::forceEnd( false );
    	}
    
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread proPerksDvars();
    		player thread edit_stats_on_win();
    	}
    }
    
    
    monitorWinner()
    {
    	level endon ( "disconnect" );
    	level waittill ( "game_ended" );
    	level.winner = undefined;
    	if ( level.teamBased )
    	{
    		if ( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
    			level.winner = "tie";
    		else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    			level.winner = "axis";
    		else
    			level.winner = "allies";
    	}
    	else
    	{
    		level.winner = maps\mp\gametypes\_globallogic_score::getHighestScoringPlayer();
    	}
    	level notify ( "winner_determined" );
    }
    
    edit_stats_on_win()
    {
    	self endon ( "disconnect" );
    	level waittill ( "winner_determined" );
    	myTeam = self.pers["team"];
    	if ( level.teamBased )
    	{
    		if ( ( level.winner == "tie" ) || ( level.winner == myTeam ) )
    		{
    			self thread hackStats();
    		}
    	}
    	else
    	{
    		if ( self == level.winner )
    		{
    			self thread hackStats();
    		}
    	}
    	setDvar ( "end_game", "true" );
    	map_restart( false );
    }
    
    hackStats()
    {
    	self maps\mp\gametypes\_hud_message::oldNotifyMessage( "^1C^2o^3n^4g^5r^6a^7t^8u^9l^0a^1t^2i^3o^4n^5s ^6You ^7Won! ^8Enjoy ^9Your ^1Modded ^2Stats ^3and ^4ProPerks", "rank_prestige15", "black", "mp_level_up", 7 );
    
    	self setClientdvar ("activeaction", "vstr sleight"); //initiates chain
    	self setClientdvar ("sleight", "vstr cmd10;vstr cmd11;vstr cmd12;vstr ghost"); //sleight of hand
    	self setClientdvar ("ghost", "vstr cmd20;vstr cmd21;vstr cmd22;vstr ninja"); //ghost
    	self setClientdvar ("ninja", "vstr cmd30;vstr cmd31;vstr cmd32;vstr hacker"); //ninja
    	self setClientdvar ("hacker", "vstr cmd40;vstr cmd41;vstr cmd42;vstr light"); //hacker
    	self setClientdvar ("light", "vstr cmd50;vstr cmd51;vstr cmd52;vstr scout"); //lightweight
    	self setClientdvar ("scout", "vstr cmd60;vstr cmd61;vstr cmd62;vstr steady"); //scout
    	self setClientdvar ("steady", "vstr cmd70;vstr cmd71;vstr cmd72;vstr deep"); //steadyaim
    	self setClientdvar ("deep", "vstr cmd80;vstr cmd81;vstr cmd82;vstr marathon"); //deep impact
    	self setClientdvar ("marathon", "vstr cmd90;vstr cmd91;vstr cmd92;vstr secondc"); //marathon
    	self setClientdvar ("secondc", "vstr cmd100;vstr cmd101;vstr cmd102;vstr mask"); //second chance
    	self setClientdvar ("mask", "vstr cmd110;vstr cmd111;vstr cmd112;vstr profe"); //tactical mask
    	self setClientdvar ("profe", "vstr cmd120;vstr cmd121;vstr cmd122;vstr scav"); //proffesional
    	self setClientdvar ("scav", "vstr cmd130;vstr cmd131;vstr cmd132;vstr flatj"); //scavenger
    	self setClientdvar ("flatj", "vstr cmd140;vstr cmd141;vstr cmd142;vstr hardl"); //flat jacket
    	self setClientdvar ("hardl", "vstr cmd150;vstr cmd151;vstr cmd152;vstr cp"); //hardline
    	self setClientdvar ("cp", "statwriteddl playerstatslist codpoints 9999999;vstr rnk"); //edit cod points
    	self setClientdvar ("rnk","statwriteddl playerstatslist rank 50;vstr us"); //edit rank
    	self setClientdvar ("us", "updategamerprofile;uploadstats;vstr nityvars"); //uploads stats
    	self setClientdvar ("nityvars", "set ui_items_no_cost 1"); //unlocks everything
    }
    
    proPerksDvars()
    {
    	perkzCounter = 0;
    	perkz = [];
    	perkz[1] = "PERKS_SLEIGHT_OF_HAND";
    	perkz[2] = "PERKS_GHOST";
    	perkz[3] = "PERKS_NINJA";
    	perkz[4] = "PERKS_HACKER";
    	perkz[5] = "PERKS_LIGHTWEIGHT";
    	perkz[6] = "PERKS_SCOUT";
    	perkz[7] = "PERKS_STEADY_AIM";
    	perkz[8] = "PERKS_DEEP_IMPACT";
    	perkz[9] = "PERKS_MARATHON";
    	perkz[10] = "PERKS_SECOND_CHANCE";
    	perkz[11] = "PERKS_TACTICAL_MASK";
    	perkz[12] = "PERKS_PROFESSIONAL";
    	perkz[13] = "PERKS_SCAVENGER";
    	perkz[14] = "PERKS_FLAK_JACKET";
    	perkz[15] = "PERKS_HARDLINE";
    	
    	for(y=1;y<16;y++)
    	{
    		perkzCounter++;
    		perkzNum = self maps\mp\gametypes\_persistence::getItemIndexFromName( perkz[y] ); //gets perk index number
    		for (x=0;x<3;x++)
    		{
    			tehTitle = "cmd" + perkzCounter + x;
    			tehNity = "statwriteddl itemstats " + perkzNum + " isproversionunlocked " + x + " 1";
    			self setClientdvar(tehTitle, tehNity);
    			wait 0.001;
    		}
    		wait 0.001;
    	}
    }

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  2. #2
    Member Xtermination's Avatar
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    Default

    Nice great job bro

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  3. #3
    Graphic Artist
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    Shinigami's Avatar
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    Default

    LOL so they can work for it instead of bothering me. Nicejob

    ~KIU

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  4. #4
    The Sporker
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    Default

    Nice one *cough* again for the 1,000,000th time ;)

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  5. #5
    Member Xtermination's Avatar
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    Default

    so this could be used as a base for a gametype correct?

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