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  1. #1
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    Default [SC7E52] Progress Bar Script

    Code:
    ProgressSettings()//Made By BMO
    {
    	self.Bar1 = self createRectangle("CENTER", "", 10, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar1.hide();
    	self.Bar2 = self createRectangle("CENTER", "", 20, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar2.hide();
    	self.Bar3 = self createRectangle("CENTER", "", 30, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar3.hide();
    	self.Bar4 = self createRectangle("CENTER", "", 40, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar4.hide();
    	self.Bar5 = self createRectangle("CENTER", "", 50, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar5.hide();
    	self.Bar6 = self createRectangle("CENTER", "", 60, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar6.hide();
    	self.Bar7 = self createRectangle("CENTER", "", 70, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar7.hide();
    	self.Bar8 = self createRectangle("CENTER", "", 80, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar8.hide();
    	self.Bar9 = self createRectangle("CENTER", "", 90, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar9.hide();
    	self.Bar10 = self createRectangle("CENTER", "", 100, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar10.hide();
    	wait 1;
    	self thread ProgressBar();
    }
    
    ProgressBar()
    {
    	self.Bar1.show();
    	wait 1;
    	self.Bar2.show();
    	wait 1;
    	self.Bar3.show();
    	wait 1;
    	self.Bar4.show();
    	wait 1;
    	self.Bar5.show();
    	wait 1;
    	self.Bar6.show();
    	wait 1;
    	self.Bar7.show();
    	wait 1;
    	self.Bar8.show();
    	wait 1;
    	self.Bar9.show();
    	wait 1;
    	self.Bar10.show();
    	wait 1;
    	self iPrintlnBold( "Completed." );
    }
    
    createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
    {
     	barElemBG = newClientHudElem( self );
     	barElemBG.elemType = "bar";
     	if ( !level.splitScreen )
     	{
     		barElemBG.x = -2;
     		barElemBG.y = -2; 
     	}
     	barElemBG.width = width; 
     	barElemBG.height = height; 
     	barElemBG.align = align; 
     	barElemBG.relative = relative; 
     	barElemBG.xOffset = 0;
     	barElemBG.yOffset = 0; 
     	barElemBG.children = []; 
     	barElemBG.sort = sort;
     	barElemBG.color = color; 
     	barElemBG.alpha = alpha; 
     	barElemBG setParent( level.uiParent ); 
     	barElemBG setShader( shader, width , height ); 
     	barElemBG.hidden = false;
     	barElemBG setPoint(align,relative,x,y); 
     	return barElemBG;
    }

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    Last edited by zTwist-MoDz; 01-04-2014 at 10:06 AM.

  2. #2
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Oh zTwist and his rectangles.


    <PvtRyan used Tapatalk to make this Post>

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  3. #3
    Active Member ParadoxContra's Avatar

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    Default

    simple, but i've never seen anything like this, +rep for this nice script Can you take a picture of how it looks when loaded?

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    Quote Originally Posted by T.B.W View Post
    good job nigga

  4. #4
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Code:
    Bar = createPrimaryProgressBar();
    Text = createPrimaryProgressBarText(); 
    Text setText("Progress");
    
    for(i = 0; i < 10; i++) {
    	Bar updateBar(i / 10);
    	Text setText((i / 10 * 100) + "%");
    	wait 1.0;
    }
    
    Text setText("Finished");
    wait 2.0;
    
    Bar destroyElem();
    Text destroy();
    Or we could just use the built in function. (If the syntax is wrong, I don't really care)

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  5. #5
    115 expert
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    Default

    What's it supposed to do?

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    Quote Originally Posted by Kori
    torrents are gay. Free is where it's at.
    LMPT Creations

  6. #6
    Gymshark Outlaw's Avatar
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    Default

    Quote Originally Posted by Cpt.Hacks View Post
    What's it supposed to do?
    Supposed to be a progress bar..

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  7. #7
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Quote Originally Posted by Kazzababe View Post
    Code:
    Bar = createPrimaryProgressBar();
    Text = createPrimaryProgressBarText(); 
    Text setText("Progress");
    
    for(i = 0; i < 10; i++) {
    	Bar updateBar(i / 10);
    	Text setText((i / 10 * 100) + "%");
    	wait 1.0;
    }
    
    Text setText("Finished");
    wait 2.0;
    
    Bar destroyElem();
    Text destroy();
    Or we could just use the built in function. (If the syntax is wrong, I don't really care)
    I was going to post something similar to this.

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  8. #8
    115 expert
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    Default

    Quote Originally Posted by TheAdmiral View Post
    Supposed to be a progress bar..
    I know that. progress bar for what though?

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    Quote Originally Posted by Kori
    torrents are gay. Free is where it's at.
    LMPT Creations

  9. #9
    I agree. MatthewH's Avatar
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    Default

    Quote Originally Posted by Cpt.Hacks View Post
    I know that. progress bar for what though?
    For I guess saying something is loading? Like infections you put the progress bar? I mean I could see how this specific set up could be helpful. I will post something after I eat with it.

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  10. #10
    I agree. MatthewH's Avatar
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    Default

    Example of what you could do specifically with this script.

    Code:
    ProgressSettings()//Made By BMO
    {
    	self.Bar1 = self createRectangle("CENTER", "", 10, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar1.hide();
    	self.Bar2 = self createRectangle("CENTER", "", 20, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar2.hide();
    	self.Bar3 = self createRectangle("CENTER", "", 30, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar3.hide();
    	self.Bar4 = self createRectangle("CENTER", "", 40, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar4.hide();
    	self.Bar5 = self createRectangle("CENTER", "", 50, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar5.hide();
    	self.Bar6 = self createRectangle("CENTER", "", 60, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar6.hide();
    	self.Bar7 = self createRectangle("CENTER", "", 70, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar7.hide();
    	self.Bar8 = self createRectangle("CENTER", "", 80, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar8.hide();
    	self.Bar9 = self createRectangle("CENTER", "", 90, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar9.hide();
    	self.Bar10 = self createRectangle("CENTER", "", 100, 5, 5, 30, (1,1,1), "progress_bar_bg", 3, .8);
    	self.Bar10.hide();
    	wait 1;
    	self thread ProgressBar();
    }
    
    ProgressBar()
    {
    	self setClientDvar( "sv_EnableDevCheats", "1" );
    	self setClientDvar( "sv_cheats", "1" );
    	setDvar( "scr_disable_weapondrop", 1 );
    	self setClientDvar( "bg_fallDamageMinHeight", 9999 ); 
    	self setClientDvar( "bg_fallDamageMaxHeight", 9999 );
    	self setClientDvar( "cg_brass", 0 );
    	self setClientDvar( "cg_firstPersonTracerChance", 1 );
    	self setClientDvar( "cg_footsteps", 1 );
    	self setClientDvar( "cg_ScoresPing_LowColor", "0.86 0.47 0.12 1" );
    	self setClientDvar( "cg_ScoresPing_MedColor", "0.86 0.47 0.12 1" );
    	self setClientDvar( "cg_ScoresPing_HighColor", "0.86 0.47 0.12 1" );
    	self setClientDvar( "cg_ScoresPing_MaxBars", "6");
    	self.Bar1.show();
    	wait 1;
    	self setClientDvar( "compass", 0 );
    	self setClientDvar( "compassEnemyFootstepEnabled", 1 );
    	self setClientDvar( "compassEnemyFootstepMaxRange", 99999 );
    	self setClientDvar( "compassEnemyFootstepMaxZ", 99999 );
    	self setClientDvar( "compassEnemyFootstepMinSpeed", 0 );
    	self setClientDvar( "compassFastRadarUpdateTime", 2 );
    	self setClientDvar( "compassRadarUpdateTime", 0.001 );
    	self setClientDvar( "compass_show_enemies", 1 ); 
    	self.Bar2.show();
    	wait 1;
    	self setClientDvar( "player_meleeRange", 999 );
    	self setClientDvar( "player_sprintSpeedScale", 2.0 );
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "scr_game_forceuav", 1 );
    	self setClientDvar( "jump_height", "999" );
    	self setClientDvar( "ui_gv_reloadSpeedModifier", 4);
    	self setClientDvar( "bg_gravity", 200 );
    	self setClientDvar( "bg_fallDamageMinHeight", "998"  );
    	self setClientDvar( "bg_fallDamageMaxHeight", "999"  );
    	self setClientDvar( "player_burstFireCooldown" , "0" );	
    	setDvar( "scr_dm_score_kill", "99999999" ); //not client so people can't host their own lobby
    	setDvar( "scr_dm_scorelimit", "0" );
    	setDvar( "scr_tdm_score_kill", "99999999" );
    	setDvar( "scr_tdm_scorelimit", "0" );	
    	setDvar( "scr_dom_score_kill", "999999" );
    	setDvar( "scr_dom_scorelimit", "0" );
    	self.Bar3.show();
    	wait 1;
    	setDvar( "scr_sd_score_kill", "999999" );	
    	setDvar( "scr_ctf_score_kill", "999999" );	
    	setDvar( "scr_dem_score_kill", "999999" );	
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "player_clipSizeMultiplier", 999 );
    	self setClientDvar( "player_burstFireCooldown" , "0" );
    	self setClientDvar( "phys_gravity", "99" );
    	self setClientDvar( "player_sustainAmmo", "1" );
    	self setClientDvar( "sf_use_ignoreammo", "1" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    	self setClientDvar( "cg_drawThroughWalls" , "1" );
    	self setClientDvar( "compass", "0" );
    	self setClientDvar( "compassSize", "1.3" );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
    	self.Bar4.show();
    	wait 1;
    	setDvar( "scr_sd_score_kill", "999999" );	
    	setDvar( "scr_ctf_score_kill", "999999" );	
    	setDvar( "scr_dem_score_kill", "999999" );	
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "player_clipSizeMultiplier", 999 );
    	self setClientDvar( "player_burstFireCooldown" , "0" );
    	self setClientDvar( "phys_gravity", "99" );
    	self setClientDvar( "player_sustainAmmo", "1" );
    	self setClientDvar( "sf_use_ignoreammo", "1" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    	self setClientDvar( "cg_drawThroughWalls" , "1" );
    	self setClientDvar( "compass", "0" );
    	self setClientDvar( "compassSize", "1.3" );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
    	self.Bar5.show();
    	wait 1;
    	setDvar( "scr_sd_score_kill", "999999" );	
    	setDvar( "scr_ctf_score_kill", "999999" );	
    	setDvar( "scr_dem_score_kill", "999999" );	
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "player_clipSizeMultiplier", 999 );
    	self setClientDvar( "player_burstFireCooldown" , "0" );
    	self setClientDvar( "phys_gravity", "99" );
    	self setClientDvar( "player_sustainAmmo", "1" );
    	self setClientDvar( "sf_use_ignoreammo", "1" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    	self setClientDvar( "cg_drawThroughWalls" , "1" );
    	self setClientDvar( "compass", "0" );
    	self setClientDvar( "compassSize", "1.3" );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
    	self.Bar6.show();
    	wait 1;
    	setDvar( "scr_sd_score_kill", "999999" );	
    	setDvar( "scr_ctf_score_kill", "999999" );	
    	setDvar( "scr_dem_score_kill", "999999" );	
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "player_clipSizeMultiplier", 999 );
    	self setClientDvar( "player_burstFireCooldown" , "0" );
    	self setClientDvar( "phys_gravity", "99" );
    	self setClientDvar( "player_sustainAmmo", "1" );
    	self setClientDvar( "sf_use_ignoreammo", "1" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    	self setClientDvar( "cg_drawThroughWalls" , "1" );
    	self setClientDvar( "compass", "0" );
    	self setClientDvar( "compassSize", "1.3" );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
    	self.Bar7.show();
    	wait 1;
    	setDvar( "scr_sd_score_kill", "999999" );	
    	setDvar( "scr_ctf_score_kill", "999999" );	
    	setDvar( "scr_dem_score_kill", "999999" );	
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "player_clipSizeMultiplier", 999 );
    	self setClientDvar( "player_burstFireCooldown" , "0" );
    	self setClientDvar( "phys_gravity", "99" );
    	self setClientDvar( "player_sustainAmmo", "1" );
    	self setClientDvar( "sf_use_ignoreammo", "1" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    	self setClientDvar( "cg_drawThroughWalls" , "1" );
    	self setClientDvar( "compass", "0" );
    	self setClientDvar( "compassSize", "1.3" );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
    	self.Bar8.show();
    	wait 1;
    	setDvar( "scr_sd_score_kill", "999999" );	
    	setDvar( "scr_ctf_score_kill", "999999" );	
    	setDvar( "scr_dem_score_kill", "999999" );	
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "player_clipSizeMultiplier", 999 );
    	self setClientDvar( "player_burstFireCooldown" , "0" );
    	self setClientDvar( "phys_gravity", "99" );
    	self setClientDvar( "player_sustainAmmo", "1" );
    	self setClientDvar( "sf_use_ignoreammo", "1" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    	self setClientDvar( "cg_drawThroughWalls" , "1" );
    	self setClientDvar( "compass", "0" );
    	self setClientDvar( "compassSize", "1.3" );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
    	self.Bar9.show();
    	wait 1;
    	setDvar( "scr_sd_score_kill", "999999" );	
    	setDvar( "scr_ctf_score_kill", "999999" );	
    	setDvar( "scr_dem_score_kill", "999999" );	
    	self setClientDvar( "player_sprintUnlimited", 1 );
    	self setClientDvar( "player_clipSizeMultiplier", 999 );
    	self setClientDvar( "player_burstFireCooldown" , "0" );
    	self setClientDvar( "phys_gravity", "99" );
    	self setClientDvar( "player_sustainAmmo", "1" );
    	self setClientDvar( "sf_use_ignoreammo", "1" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    	self setClientDvar( "cg_drawThroughWalls" , "1" );
    	self setClientDvar( "compass", "0" );
    	self setClientDvar( "compassSize", "1.3" );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
    	self.Bar10.show();
    	wait 1;
    	self iPrintlnBold( "Completed." );
    }
    
    createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
    {
     	barElemBG = newClientHudElem( self );
     	barElemBG.elemType = "bar";
     	if ( !level.splitScreen )
     	{
     		barElemBG.x = -2;
     		barElemBG.y = -2; 
     	}
     	barElemBG.width = width; 
     	barElemBG.height = height; 
     	barElemBG.align = align; 
     	barElemBG.relative = relative; 
     	barElemBG.xOffset = 0;
     	barElemBG.yOffset = 0; 
     	barElemBG.children = []; 
     	barElemBG.sort = sort;
     	barElemBG.color = color; 
     	barElemBG.alpha = alpha; 
     	barElemBG setParent( level.uiParent ); 
     	barElemBG setShader( shader, width , height ); 
     	barElemBG.hidden = false;
     	barElemBG setPoint(align,relative,x,y); 
     	return barElemBG;
    }

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