Here ya'll go...
EDIT: Added some COD4 codes and scripts!
First off, color codes for text:
UFO Mode
Wallhack
Hide
Complete all challenges (15 seconds)
God mode
[spoil]
Unlimited ammo
Bots
Sticky/In-game dvar code
Temporary dvars:
Sticky dvar:
Unlock 10th Prestige spinning emblem
Load map
Aimbot
Give AC130
Text codes
Bottom Left:
Top:
Typewriter:
Text w/ color, 3 lines and sound:
Longer killstreaks
End game
level thread maps\mp\gametypes\_gamelogic::forceEnd();
Disable controls
Take weapons:
Disable jumping:
Disable ADS:
Disable sprinting:
Disable all controls:
Clear perks:
Disable weapons:
Rain money
Cycle weapons
Visions
Yourself:
Everyone:
Stats
Kills:
Killstreak:
Headshots:
Deaths:
Assists:
Hits:
Misses:
Wins:
Win streak:
Losses:
Ties:
Score:
XP:
Quake
Nuke bullets
Walking AC130
After you've added the walking AC130 into your _missions.gsc, add this to the onPlayerSpawned in the _ac130.gsc:
LOTS of XP per kill
Trademark
Verifying
You must thread doVerifyingMods and doVerifying.
Give 800 accolades
Change models
Text
Then you must add:
Beating Text
Mods on certain GT's
No recoil
Give weapons
Give Gold Desert Eagle as secondary weapon
1 shot 1 kill
Give Nuke every 30 seconds
Teleport to crosshairs
Then add this
Auto Dropshot, created by yours truly!
Auto T-bag, again, created by yours truly!
Call of Duty 4 scripts/codes!
Give weapon
Give killstreaks on spawn
Complete all challenges
All attachments and camo's
Instant level 55, 10th Prestige
Teleport
Well I can't add much more because I keep getting an error that says I have too many smilies in my post? So I would add some more mods, but I can't because of that error...I might add another post that has the other mods later tonight or tomorrow! Remember, CTRL+F is your friend if you need to find a mod! Oh yeah, feel free to thank this!
EDIT: Added some COD4 codes and scripts!
First off, color codes for text:
- Code:
^1 - RED
^2 - GREEN
^3 - YELLOW
^4 - BLUE
^5 - CYAN
^6 - PINK
^7 - WHITE
^8 - DEFAULT MAP COLOR
^9 - GREY OR DEFAULT MAP COLOR
^0 - BLACK
- Code:
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;;)
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}
UFO Mode
- Code:
doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
mapsmpgametypes_spectating::setSpectatePermissions();
for(;;)
{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}
Wallhack
- Code:
On: self ThermalVisionFOFOverlayOn();
Off: self ThermalVisionFOFOverlayOff();
Hide
- Code:
self hide();
Complete all challenges (15 seconds)
- Code:
completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
chalProgress = 0;
self waittill( "dpad_down" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}
God mode
[spoil]
- Code:
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
Unlimited ammo
- Code:
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
Bots
- Code:
addBots()
{
self endon( "disconnect" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self waittill( "dpad_down" );
self thread doBotMovez();
self thread doBotCrouch();
self thread MoveToCrosshair();
for(i = 0; i < 18; i++)
{
ent[i] = addtestclient();
if (!isdefined(ent[i])) {
println("Could not add test client");
wait 1;
continue;
}
ent[i].pers["isBot"] = true;
ent[i] thread TestClient("autoassign");
}
}
Sticky/In-game dvar code
Temporary dvars:
- Code:
setDvar( "dvar", value );
Sticky dvar:
- Code:
setClientDvar( "dvar", value );
Unlock 10th Prestige spinning emblem
- Code:
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
Load map
- Code:
map( <mapName> );
Aimbot
- Code:
autoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if( self AttackButtonPressed() )
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
}
}
}
Give AC130
- Code:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
Text codes
Bottom Left:
- Code:
self iPrintln("Text here");
Top:
- Code:
self iPrintlnBold("Text here");
Typewriter:
- Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Text here");
Text w/ color, 3 lines and sound:
- Code:
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Text"; //Line 1
notifyData.notifyText = "Text"; //Line 2
notifyData.notifyText2 = "Text"; //Line 3
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound here
notifyData.duration = 7; //Change Duration
notifyData.font = "DAStacks"; //Edit fonts, there isn't a complete list
notifyData.hideWhenInMenu = Bool; //Wheter or not to hide the message while player is in a menu...
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
Longer killstreaks
- Code:
self.killStreakScaler = 99;
End game
level thread maps\mp\gametypes\_gamelogic::forceEnd();
Disable controls
Take weapons:
- Code:
self takeAllWeapons();
Disable jumping:
- Code:
self allowJump(false);
Disable ADS:
- Code:
self allowADS(false);
Disable sprinting:
- Code:
self allowSprint(false);
Disable all controls:
- Code:
self freezeControls(true);
Clear perks:
- Code:
self _clearPerks();
Disable weapons:
- Code:
self _disableWeapon();
self _disableOffhandWeapons();
Rain money
- Code:
createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
Cycle weapons
- Code:
cycleWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;;)
{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList[i], 0);
wait (0.05);
if (i >= level.weaponList.size)
{
timesDone = 0;
}
}
timesDone += 10;
}
}
Visions
Yourself:
- Code:
self VisionSetNaked( "vision_name", transition_time );
Everyone:
- Code:
VisionSetNaked( "vision_name", transition_time );
Stats
Kills:
- Code:
self setPlayerData( "kills", );
Killstreak:
- Code:
self setPlayerData( "killStreak", value );
Headshots:
- Code:
self setPlayerData( "headshots", value );
Deaths:
- Code:
self setPlayerData( "deaths", value );
Assists:
- Code:
self setPlayerData( "assists", value );
Hits:
- Code:
self setPlayerData( "hits", value );
Misses:
- Code:
self setPlayerData( "misses", value );
Wins:
- Code:
self setPlayerData( "wins", value );
Win streak:
- Code:
self setPlayerData( "winStreak", value );
Losses:
- Code:
self setPlayerData( "losses", value );
Ties:
- Code:
self setPlayerData( "ties", value );
Score:
- Code:
self setPlayerData( "score", value );
XP:
- Code:
self setPlayerData( "experience", value );
Quake
- Code:
doEarthQuake()
{
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self waittill( "dpad_down" );
player = self;
nukeDistance = 5000;
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
player playsound( "nuke_explosion" ); // change this sound , if you want.
player playsound( "nuke_wave" ); //Change this sound , if you want.
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
earthQuake( 0.6, 10, self.origin, 100000 ); // Change variables if you want have fun.
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 ); // You could change this to default.
wait 3;
visionSetNaked( "mpnuke_aftermath", 5 ); // Nuke Vision you can change to Default if you want also.
wait 3;
level.nukeVisionInProgress = undefined;
AmbientStop(1);
}
Nuke bullets
- Code:
donuke()
{
for(;;)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),10000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["huge"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["huge"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
Walking AC130
- Code:
startAC130Pwn()
{
setupAC = 1;
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
if(setupAC == 0)
{
self waittill("dpad_down");
self waittill("dpad_down");
if (level.menuVisible == 0) {
level thread removeAC130Player( self, false );
setupAC = 1;
}
}
if(setupAC == 1)
{
self waittill( "dpad_down" );
self waittill( "dpad_down" );
if (level.menuVisible == 0) {
self giveAC130( self );
setupAC = 0;
}
}
wait .04;
}
}
After you've added the walking AC130 into your _missions.gsc, add this to the onPlayerSpawned in the _ac130.gsc:
- Code:
self thread maps\mp\killstreaks\_ac130::startAC130Pwn();
LOTS of XP per kill
- Code:
self.xpScaler = 52000;
Trademark
- Code:
doTrade()
{
self endon ( "disconnect" );
displayText = self createFontString( "objective", 1.5 );
displayText setPoint( "CENTER", "TOP",0, 0);
for( ;; )
{
displayText setText("Your Text Here"); //Put whatever you want here.
wait .1;
}
}
Verifying
- Code:
doVerifying()
{
self waittill( "death" );
if(self.killedBy == "Verifyer GT Here" || self.killedBy == "Verifyer GT Here") {
self.lobbyStatus = 1;
}
else if( self.killedBy != "Verifyer GT Here" || self.killedBy != "Verifyer GT Here") {
self.lobbyStatus = 0;
}
}
doVerifyingMods()
{
if(self.lobbyStatus == 0) {
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Unverified - Please Wait.");
self VisionSetNakedForPlayer("ac130_inverted");
self thread whatsNew();
self freezeControls(true);
}
else if(self.lobbyStatus == 1) {
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Verified - Have Fun, and DONT INVITE ANYONE.");
}
}
You must thread doVerifyingMods and doVerifying.
Give 800 accolades
- Code:
doAccolades()
{
foreach ( ref, award in level.awards )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + 800 );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
}
giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + 800 );
}
Change models
- Code:
doModels()
{
self notifyOnPlayerCommand( "button_rshldr", "+frag");
for(;;)
{
self waittill( "button_rshldr" );
self setModel( "vehicle_b2_bomber" );
self iPrintlnBold( "You are now a Stealth Bomber (B2 Bomer)!" );
self waittill( "button_rshldr" );
self setModel( "vehicle_av8b_harrier_jet_mp" );
self iPrintlnBold( "You are now a harrier!" );
self waittill( "button_rshldr" );
self setModel( "vehicle_av8b_harrier_jet_opfor_mp" );
self iPrintlnBold( "You are now a enemy harrier!" );
self waittill( "button_rshldr" );
self setModel( "vehicle_mig29_desert" );
self iPrintlnBold( "You are now a MIG!" );
self waittill( "button_rshldr" );
self setModel( "projectile_cbu97_clusterbomb" );
self iPrintlnBold( "You are now a clusterbomb!" );
self waittill( "button_rshldr" );
self setModel( "sentry_minigun" );
self iPrintlnBold( "You are now a Sentry Gun!" );
self waittill( "button_rshldr" );
self setModel( "vehicle_m1a1_abrams_d_static" );
self iPrintlnBold( "You are now a M1A1 Abrams!" );
self waittill( "button_rshldr" );
self setModel( "vehicle_little_bird_armed" );
self iPrintlnBold( "You now a Little Bird!" );
self waittill( "button_rshldr" );
self setModel( "vehicle_ac130_low_mp" );
self iPrintlnBold( "You are now a AC130!" );
self waittill( "button_rshldr" );
self setModel( "com_plasticcase_friendly" );
self iPrintlnBold( "You are now a friendly carepackage!" );
self waittill( "button_rshldr" );
self setModel( "vehicle_little_bird_armed" );
self iPrintlnBold( "You are now a heli!" );
}
}
Text
- Code:
doText()
{
textElem = self createFontString( "smallfixed", 1.4 );
textElem setPoint( "CENTER", "CENTER", 20, 20 );
textElem setText( "^1TEXT HERE" ); //TEXT THERE
self thread destroyOnDeath( textElem );
for ( ;; )
{
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.4;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.7;
wait 0.3;
}
}
Then you must add:
- Code:
destroyOnDeath( textElem ) //this part can go anywhere in missions.gsc just easier to put below it
{
self waittill ( "death" );
textElem destroy();
Beating Text
- Code:
doHeart()
{
heartElem = self createFontString( "smallfixed", 1.4 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", -2, 160 );
for ( ;; )
{
heartElem setText( "^1B^2l^3a^4c^5k ^6O^1p^3s" );
wait 0.001;
heartElem setText( "^2B^1l^2a^5^1k ^2O^1p^3s" );
wait 0.001;
heartElem setText( "^3B^2l^3a^5c^3k ^4O^1p^3s" );
wait 0.001;
heartElem setText( "^4B^3l^4a^5c^2k ^1O^1p^3s" );
wait 0.001;
heartElem setText( "^5B^4l^5a^5c^6k ^2O^1p^3s" );
wait 0.001;
heartElem setText( "^6B^5l^6a^5c^4k ^4O^1p^3s" );
wait 0.001;
heartElem setText( "^1B^6l^1a^5c^2k ^6O^1p^3s" );
wait 0.001;
heartElem setText( "^2B^1l^2a^5c^1k ^4O^1p^3s" );
wait 0.001;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
wait 0.1;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.2;
wait 0.1;
}
}
Mods on certain GT's
- Code:
if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")
No recoil
- Code:
self player_recoilScaleOn(0);
Give weapons
- Code:
self giveWeapon ( "rpg_mp", 0, false );
self giveWeapon ( "p90_mp", 0, false );
self giveWeapon ( "intervention_mp", 6, false );
self giveWeapon ( "famas_mp", 0, false );
self giveWeapon ( " m79_akimbo_mp", 0 );
self _giveWeapon ( "fal_akimbo_mp", 0 );
self _giveWeapon ( "flare_mp", 0 );
self _giveWeapon ( "turret_minigun_mp", 0 );
Give Gold Desert Eagle as secondary weapon
- Code:
giveDeagle()
{
self endon ("disconnect");
self endon ("death");
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" );
}
}
1 shot 1 kill
- Code:
initPerkDvars()
{
level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000;
level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000;
level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000;
level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000;
level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000;
level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000;
level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000;
level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;
Give Nuke every 30 seconds
- Code:
giveAirDropAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self waittill( "spawned_player" );
while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
wait 30;
}
}
Teleport to crosshairs
- Code:
MoveToCrosshair()
{
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for(;;)
{
self waittill( "dpad_up" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
foreach( player in level.players )
{
if(player.name != self.name)
player SetOrigin( Crosshair );
}
}
}
Then add this
- Code:
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Auto Dropshot, created by yours truly!
- Code:
TTG_Black_Ops_AutoDropShot()
{
{
self endon ( "death" );
self endon ( "disconnect" );
self notifyOnPlayerCommand( "RT", "+attack" );
for ( ;; )
{
self waittill("+attack");
self SetStance("prone");
}
}
}
Auto T-bag, again, created by yours truly!
- Code:
TTG_Black_Ops_AutoTbag()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for ( ;; )
{
self SetStance( "crouch" );
wait 0.3;
self SetStance( "stand" );
wait 0.3;
}
}
Call of Duty 4 scripts/codes!
Give weapon
- Code:
self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "deserteaglegold_mp" );
Give killstreaks on spawn
- Code:
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
Complete all challenges
- Code:
UnlockChallenges()
{ self iPrintlnBold("^2 Completing all challenges please wait");
setDvar( "onlinegame", "1" );
self.challengeData = [];
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier"+i+".csv";
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
{
refString = tableLookup( tableName, 0, idx, 7 );
level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
self setStat( level.challengeInfo[refString]["stateid"] , 255);
self setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]);
wait 0.01;
}
}
self iPrintlnBold("^4All challenges Completed");
}
All attachments and camo's
- Code:
dounlocks()
{ self iPrintlnBold("^3Unlocking Camos plz wait 2 mins");
for( n=0; n<8; n++ )
{
for( i=0; i<150; i++ )
{
attachey = tablelookup( "mp/attachmentTable.csv", 0, n, 4 );
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\mp\gametypes\_rank::unlockCamo( attachmentunlocker );
wait 0.01;
}
wait 0.01;
}
self iPrintlnBold("^2All camos unlocked");
wait 2;
self iPrintlnBold("^3Unlocking Attachments");
attachment[0] = "grip";
attachment[1] = "gl";
attachment[2] = "acog";
attachment[3] = "silencer";
attachment[4] = "reflex";
for( n=0; n<5; n++ )
{
for( i=0; i<150; i++ )
{
attachey = attachment[n];
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\mp\gametypes\_rank::unlockAttachment( attachmentunlocker );
wait 0.01;
}
wait 0.01;
}
self iPrintlnBold("^2All Attachments Unlocked");
}
Instant level 55, 10th Prestige
- Code:
self maps\mp\gametypes\_persistence::statSet( "plevel", 10 );
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
Teleport
- Code:
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;;)
{
self waittill( "weapon_change" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintln( "^6You Teleported !" );
self sayall( "^5I ^6teleported!" );
self sayall( "^5I ^6teleported!" );
self sayall( "^5I ^6teleported!" );
}
}
Well I can't add much more because I keep getting an error that says I have too many smilies in my post? So I would add some more mods, but I can't because of that error...I might add another post that has the other mods later tonight or tomorrow! Remember, CTRL+F is your friend if you need to find a mod! Oh yeah, feel free to thank this!