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    Patch_mp.ff Scripts for MW2 and COD4!

    Black_Ops
    Black_Ops


    Posts : 1
    Join date : 2010-09-22

    Patch_mp.ff Scripts for MW2 and COD4! Empty Patch_mp.ff Scripts for MW2 and COD4!

    Post by Black_Ops Wed Sep 22, 2010 9:16 pm

    Here ya'll go...

    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
    Teleport

    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;
            }
    }
    THIS IS NOT TESTED SO IT MIGHT GET A SCRIPT COMPILE ERROR

    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!

      Current date/time is Mon May 20, 2024 11:44 am