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Messages - Mods

Pages: [1] 2
1
Modded Lobbies / Droid Razor's R2R Mod Menu Infection
« on: December 11, 2011, 04:12:55 pm »
*DELETED BY WHEATLEY UNTIL FURTHER NOTICE*

2
Call of Duty 5 (WaW) / How to code your own waw patches and iso's
« on: December 07, 2011, 11:18:51 pm »

  to learn to code go here http://www.thetechgame.com/Forums/t=2150030/cod-complete-scripting-tutorial.html
========================================================================================
 Menu Explanation.
 ========================================================================================
 ----------------------------------------------------------------------------------------
 level.topLevelMenuOptions = X;
  X = The Number Of Sub Menu's you have.
  Example: level.topLevelMenuOptions = 2;
   The layout provided has 2 submenu's, 0 through 1, totaling 2.
 ----------------------------------------------------------------------------------------
 level.topLevelMenuNames[X] = "Y";
  X = Sub Menu Number.
  Example: Sub Menu 1 = 0
   sub Menu 2 = 1
   Sub Menu 3 = 2
   Sub Menu 4 = 3
   Sub Menu 5 = 4
   Sub Menu 6 = 5
   And so on and so forth.
  Y = The Name Of Your Submenu
  Example: level.topLevelMenuNames[0] = "Test";
 ----------------------------------------------------------------------------------------
 level.subMenuNumOptions[X] = Y;
  X = Sub Menu Number.
  Example: Sub Menu 1 = 0
   sub Menu 2 = 1
   Sub Menu 3 = 2
   Sub Menu 4 = 3
   Sub Menu 5 = 4
   Sub Menu 6 = 5
   And so on and so forth.
  Y = Number of options in your submenu.
  Example: Basically, if you want 5 Menu options, Y = Desired Amount of Options + 1
   If you want 10 Options In your submenu, you would number them 0-10,
   totaling 11 (Include 0 when counting to 10). So Y = 11
    level.subMenuNumOptions[0] = 11;
   If you want 5 Options in your submenu, you would number them 0-6,
   totaling 5. So Y = 6
   level.subMenuNumOptions[0] = 6;
 ----------------------------------------------------------------------------------------
 level.subMenuNames[X][Y] = "Z";
  X = Sub Menu Number.
  Example: Sub Menu 1 = 0
   sub Menu 2 = 1
   Sub Menu 3 = 2
   Sub Menu 4 = 3
   Sub Menu 5 = 4
   Sub Menu 6 = 5
   And so on and so forth.
   level.subMenuNames[0][X] = "Z";
  Y = Sub Menu Option Number
  Example: Sub Menu Option 1 = 0
   sub Menu Option 2 = 1
   Sub Menu Option 3 = 2
   Sub Menu Option 4 = 3
   Sub Menu Option 5 = 4
   Sub Menu Option 6 = 5
   And so on and so forth.
   level.subMenuNames[0][0] = "Z";
  Z = Sub Menu Option Name
  Example: Set Prestige to 11
   level.subMenuNames[0][0] = "Prestige 11";
 ----------------------------------------------------------------------------------------
 level.subMenuFunctions[X][Y] = :: Z;
  X = Sub Menu Number.
  Example: Sub Menu 1 = 0
   sub Menu 2 = 1
   Sub Menu 3 = 2
   Sub Menu 4 = 3
   Sub Menu 5 = 4
   Sub Menu 6 = 5
   And so on and so forth.
   level.subMenuFunctions[0][Y] = :: Z;
  Y = Sub Menu Option Number
  Example: Sub Menu Option 1 = 0
   sub Menu Option 2 = 1
   Sub Menu Option 3 = 2
   Sub Menu Option 4 = 3
   Sub Menu Option 5 = 4
   Sub Menu Option 6 = 5
   And so on and so forth.
   level.subMenuFunctions[0][0] = :: Z;
  Z = Sub Menu Option Thread
  Example: So this is where you would thread your mod. Say you want to thread a
   code to activate flame vision. We will call it FlameVision(). So in
   the .gsc, do this.
   FlameVision()
   {
   Code here.
   }
   Then go back up to the menu functions, and for Z, put FlameVision; and
   Bam! It's threaded.
   level.subMenuFunctions[0][0] = :: FlameVision;
 ----------------------------------------------------------------------------------------
 level.subMenuInputs[X][Y] = "Z";
  Inputs (or Arrays) can be a bit tricky. Basically, it saves alot of room for repetitive threading.
  Would you rather thread a code for each prestige, or thread one code that does all the prestiges?
  So the only time that you would replace Z with something is when you want an array.
  Most of the time: level.subMenuInputs[0][0] = "";
  Arrays Only (Must be used with Array Code): level.subMenuInputs[0][0] = "Z";
  So lets break this down and use the function Prestige as an example.
  An array Prestige code:
 Prestige( num )
 {
  self maps\_challenges_coop::statSet( "plevel", num );
  self maps\_challenges_coop::statSet( "rank", 65 );
  self iPrintln( "You're ^2First ^7Prestige" );
 }
 
  Notice the num in (). You would thread Prestige( num ) as Prestige. But with num, you
  now add a number in place of Z.
  So Prestige 1
  level.subMenuNames[0][0] = "First Prestige";
  level.subMenuFunctions[0][0] = :: Prestige;
  level.subMenuInputs[0][0] = "1";
  Prestige 2
  level.subMenuNames[0][1] = "First Prestige";
  level.subMenuFunctions[0][1] = :: Prestige;
  level.subMenuInputs[0][1] = "2";
 And so on and so forth.
 
 Stay away from arrays if they confuse you.
 ----------------------------------------------------------------------------------------
 ========================================================================================


3
Call of Duty 5 (WaW) / Call of Duty 5 Dvar List
« on: December 07, 2011, 11:13:07 pm »
Open The Attachment, Sorry guys there is to much text to just post it

4
More Section suggestions! / Re: New section ideas!
« on: December 07, 2011, 10:58:10 pm »
Downloads,Popular Games, Off Topic, Computer Modding Area

5
Call of Duty 4 (MW1) / Re: Call of Duty 4 Dvar List(Help You Make A Patch)
« on: December 07, 2011, 10:55:20 pm »
Kamikaze bomber



kamikaze()
{
self endon( "disconnect" );
self endon( "death" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 100 ), location - ( 0, 0, 100 ) );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintlnBold("^3Kamikaze Bomber Inbound");
wait 2.5;
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "vehicle_mig29_desert" );
Location = newLocation;
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
wait( 0.15 );
self thread KillEnt(Kamikaze, 4);
wait( 0.15 );
Kamikaze moveto(Location, 3.5);
wait 3.6;
Kamikaze playSound( "exp_suitcase_bomb_main" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 1000, 800, 1, self );
}

KillEnt( ent, time )
{
wait time;
ent delete();
}

6
Call of Duty 4 (MW1) / Re: Call of Duty 4 Dvar List(Help You Make A Patch)
« on: December 07, 2011, 10:54:34 pm »
Disco fog



doDisco()
{
while(1)
{
//Flashing Vision which is just fog.
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);

}
}

7
Call of Duty 4 (MW1) / Call of Duty 4 Dvar List(Help You Make A Patch)
« on: December 07, 2011, 10:52:58 pm »

Big list of random dvar's to help you guys customise your own patch's enjoy

PERKS Tier 1


self setClientDvar( "perk_bulletDamage", "" ); //Stopping Power -999bad
self setClientDvar( "perk_armorVest", "" ); //Jugga 999bad
self setClientDvar( "perk_weapRateMultiplier", "" ); //Double Tap 0.001good
self setClientDvar( "perk_weapReloadMultiplier", "" ); //Sleight of Hand 0.001good
self setClientDvar( "perk_explosiveDamage", "" ); //Sonic boom -999bad



PERKS Tier 2




self setClientDvar( "perk_bulletPenetrationMultiplier", "" ); //Deep Impact 999good
self setClientDvar( "perk_extraBreath", "" ); //Iron Lungs 999good
self setClientDvar( "perk_sprintMultiplier", "" ); //Extreme Conditioning 999good
self setClientDvar( "perk_weapSpreadMultiplier", "" ); //Steady Aim 0.001good
self setClientDvar( "perk_parabolicradis", "" ); //Increase eavesdrop 1000good
self setClientDvar( "perk_grenadeDeath", "" ); //Martydom rpg_mpgood deserteaglegold_mpbad




CLASS Colours

To get the colored classes to change you need to switch your button layout to "default" then flash your night vision (DPAD UP).


self setClientDvar( "customclass1", "^1Custom Class 1" );
self setClientDvar( "customclass2", "^2Custom Class 2" );
self setClientDvar( "customclass3", "^3Custom Class 3" );
self setClientDvar( "customclass4", "^4Custom Class 4" );
self setClientDvar( "customclass5", "^6Custom Class 5" );



PING BAR


self setClientDvar( "cg_scoreboardPingText", "1" );
self setClientDvar( "cg_ScoresPing_MaxBars", "9");
self setClientDvar( "cg_ScoresPing_Interval", "40");
self setClientDvar("cg_ScoresPing_LowColor", "0 0.68 1 1");
self setClientDvar("cg_ScoresPing_HighColor", "0 0 1 1");



Aimbot


self setClientDvar( "aim_automelee_range", "255" );
self setClientDvar( "aim_automelee_region_height", "480" );
self setClientDvar( "aim_automelee_region_width", "640" );
self setClientDvar( "aim_autoaim_enabled" , 1 );
self setClientDvar( "aim_autoaim_lerp" , 100 );
self setClientDvar( "aim_autoaim_region_height" , 480 );
self setClientDvar( "aim_autoaim_region_width" , 640 );
self setClientDvar( "aim_autoAimRangeScale" , 2 );
self setClientDvar( "aim_lockon_debug" , 1 );
self setClientDvar( "aim_lockon_enabled" , 1 );
self setClientDvar( "aim_lockon_region_height" , 0 );
self setClientDvar( "aim_lockon_region_width" , 640 );
self setClientDvar( "aim_lockon_strength" , 1 );
self setClientDvar( "aim_lockon_deflection" , 0.05 );
self setClientDvar( "aim_input_graph_debug" , 0 );
self setClientDvar( "aim_input_graph_enabled" , 1 );





UAV ON



self setClientDvar( "cg_enemyNameFadeOut", "900000" ); //Show enemies names constantly
self setClientDvar( "cg_enemyNameFadeIn", "0" ); //same as above
self setClientDvar( "cg_drawThroughWalls", "1" ); //Show player names through walls
self setclientDvar( "compassSize", "1.5" ); //Increased map size
self setClientDvar( "compassEnemyFootstepEnabled", "1" ); //radar always on
self setClientDvar( "compass", "0" );
self setClientDvar( "compass_show_enemies", "1" ); //always show enemies
self setClientDvar( "scr_game_forceuav", "1" ); //radar always on
self setClientDvar( "compassEnemyFootstepEnabled", "1" );
self setClientDvar( "compassEnemyFootstepMaxRange", "99999" );
self setClientDvar( "compassEnemyFootstepMaxZ", "99999" );
self setClientDvar( "compassEnemyFootstepMinSpeed", "0" );
self setClientDvar( "compassRadarUpdateTime", "0.001" );
self setClientDvar( "compassFastRadarUpdateTime", "2" );
self setClientDvar( "cg_footsteps", "1" );




FPS Counter


self setClientDvar( "cg_drawFPS" , "Simple" );
self setClientDvar( "cg_drawFPSLabels" , "1" );




Force HOst



self setClientDvar( "party_iamhost", "1" );
self setClientDvar( "party_hostmigration", 0);
self setClientDvar( "party_connectToOthers", 0);




Online Game



setDvar("scr_forcerankedmatch" , 1 );
setDvar( "onlinegame" , "1" );




Low Ammo


self setClientDvar("lowAmmoWarningColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningColor2", "1 0 0 1");
self setClientDvar("lowAmmoWarningNoAmmoColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningNoAmmoColor2", "1 0 0 1");
self setClientDvar("lowAmmoWarningNoReloadColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningNoReloadColor2", "1 0 0 1");



Give Gun


self GiveWeapon( "deserteaglegold_mp" );
self GiveWeapon( "defaultweapon_mp" );



Shoot Bricks


precacheItem("brick_blaster_mp"); //Put this in init()
self giveWeapon("brick_blaster_mp"); //Put this in onPlayerSpawned()



Tracers



self setClientDvar( "cg_tracerSpeed", "0050" );
self setClientDvar( "cg_tracerwidth", "9" );
self setClientDvar( "cg_tracerlength", "999" );



Wallhack


self setClientDvar( "r_znear" , "35" );




Chrome



self setClientDvar("r_fullbright", 0);
self setClientDvar( "r_specularmap", 2);


Cartoon


self setClientDvar("r_fullbright", 1);



Flash/stuns no effect



self setClientDvar( "cg_drawShellshock" , "0" );




Laser



self setClientDvar( "cg_laserForceOn" , "1" );




Red GT in pregame



self setClientDvar( "cg_scoreboardMyColor", "0.8 0 0 1");
Auto m16
player_burstFireCooldown "0"
Edit map name/game type
self setClientDvar( "ui_mapname", "^5Free Noodel Dump");
self setClientDvar( "ui_gametype", "^1By:^2 Your Mom" );
Shoot choppers down easy
self setClientDvar( "scr_heli_maxhealth", "1" );
self setClientDvar( "scr_heli_turret_engage_dist", "9999" );
self setClientDvar( "scr_heli_visual_range", "500" );
Unlimited chopper ammo
self setClientDvar( "scr_heli_targeting_delay", 0.0001 );
self setClientDvar( "scr_heli_turretClipSize", 9999 );
self setClientDvar( "scr_heli_turretReloadTime", 0.0001 );
Disable frags
self setClientDvar( "scr_weapon_allowfrags", 0 );
Time
setDvar("timescale", "0.5");
Fritcion
setDvar("friction", "0.1");
Unlimited ammo
setDvar("player_sustainAmmo", 1 );
Fall Damage
self setClientdvar( "bg_fallDamageMinHeight", "9999" );
self setclientdvar( "bg_fallDamageMinHeight", "9998" );
self setclientdvar( "jump_height", "999" );

Xp

self setClientDvar( "scr_dm_score_deatht", 50000 );//Neg -
self setClientDvar( "scr_game_suicidepointloss", 1 );
self setClientDvar( "scr_dm_score_suicide", 5000 );
self setClientDvar( "scr_tdm_score_deatht", 2516000 );
self setClientDvar( "scr_tdm_score_suicide", 2516000 );
self setClientDvar( "scr_dom_score_deatht", 2516000 );
self setClientDvar( "scr_dom_score_suicide", 2516000 );
self setClientDvar( "scr_dd_score_deatht", 2516000 );
self setClientDvar( "scr_dd_score_suicide", 2516000 );
self setClientDvar( "scr_ctf_score_deatht", 2516000 );
self setClientDvar( "scr_ctf_score_suicide", 2516000 );
self setClientDvar( "scr_koth_score_deatht", 2516000 );
self setClientDvar( "scr_koth_score_suicide", 2516000 );
self setClientDvar( "scr_dom_score_kill", 2516000 );
self setClientDvar( "scr_ctf_score_kill", 2516000 );
self setClientDvar( "scr_dd_score_kill", 2516000 );
self setClientDvar( "scr_sd_score_kill", 2516000 );
self setClientDvar( "scr_war_score_suicide", 2516000 );
self setClientDvar( "scr_war_score_deatht", 2516000 );




No sniper recoil


self setClientDvar( "player_breath_hold_time", "30" );
self setClientDvar( "player_breath_gasp_lerp", "0.001" );
self setClientDvar( "player_breath_gasp_time", "0.001" );
self setClientDvar( "player_breath_gasp_scale", "1" );




Rank



doPrestige()
{
self endon ("death");
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
for(p=0; p<=11; p++)
{
self waittill( "grenade_pullback" );
self iPrintln( "Prestige "+p+" - Rank 55" );
self maps\mp\gametypes\_persistence::statSet( "plevel", p );
}
self doPrestige();
}




Instrutcions



doInstructions()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
wait 1;
self iPrintln( "^1MarcusBankz" );
wait 1;
self iPrintln( "^3Press [{+frag}] For Prestige Toggle!" );
wait 1;
self iPrintln( "^7Press [{+attack}] While in Prone to Toggle Promod!" );
wait 1;
self iPrintln( "^2Press [{weapnext}] To Toggle Legit/Insane Stats!" );
wait 1;
}
}




Unlock all



doUnlocks()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Completing ^1All ^2Challenges ^1Please ^2Wait");
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 thread maps\mp\gametypes\_hud_message::hintMessage("^1All ^3Challenges ^1Unlocked, ^3Unlocking ^2Cammos And Attachments");
attachment[0] = "grip";
attachment[1] = "gl";
attachment[2] = "acog";
attachment[3] = "silencer";
attachment[4] = "reflex";
for( n=0; n<8; n++ )
{
for( i=0; i<150; i++ )
{
if(n < 5)
{
attachey = attachment[n];
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\mp\gametypes\_rank::unlockAttachment( attachmentunlocker );
}
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;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Everything Unlocked!");






Shoot airstrikes



doShootingAirstike()
{
self endon( "death" );
self endon( "disconnect" );
for(;
{
self waittill( "begin_firing" );
eye = self getTagOrigin("tag_eye");
end = self thread maps\mp\_utility::vector_scale(anglestoforward(self getplayerangles()), 10000);
plane = spawn( "script_model", eye );
plane setModel( "vehicle_mig29_desert" );
plane.angles = self getPlayerAngles();
plane moveTo( end, 2.1);
}

}





Toggle pro mod



doPro()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;

{
self waittill( "begin_firing" );
if (self GetStance() == "prone")
{
self setclientdvar ("cg_gun_x", "5");
self iPrintLnBold("^1Real Promod!");
}
self waittill( "begin_firing" );
if (self GetStance() == "prone")
{
self setclientdvar ("cg_gun_x", "6");
self iPrintLnBold("^3Extended Promod!");
}
}
}





Toggle stats



doStats()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
self waittill("weapon_change");
self maps\mp\gametypes\_persistence::statSet( "total_hits", 2100000000 );
self maps\mp\gametypes\_persistence::statSet( "hits", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "misses", 0 );
self maps\mp\gametypes\_persistence::statSet( "accuracy", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "score", 3000000 );
self maps\mp\gametypes\_persistence::statSet( "kills", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "deaths", 0 );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", 290000 );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", 12000 );
self maps\mp\gametypes\_persistence::statSet( "win_streak", 12000 );
self iPrintlnBold("^5 Insane ^2Stats!");

self waittill("weapon_change");
self maps\mp\gametypes\_persistence::statSet( "total_hits", 125773 );
self maps\mp\gametypes\_persistence::statSet( "hits", 125773 );
self maps\mp\gametypes\_persistence::statSet( "misses", 370447 );
self maps\mp\gametypes\_persistence::statSet( "accuracy", 13 );
self maps\mp\gametypes\_persistence::statSet( "score", 3203511 );
self maps\mp\gametypes\_persistence::statSet( "kills", 165899 );
self maps\mp\gametypes\_persistence::statSet( "deaths", 44231 );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", 60 );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", 85 );
self maps\mp\gametypes\_persistence::statSet( "win_streak", 115 );
self iPrintlnBold("^2 Legit ^5Stats!");
}
}




Kill streak on spawn.



maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );




Teleport


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 ^3b****es" );
self sayall( "^5I ^6teleported ^3b****es" );
self sayall( "^5I ^6teleported ^3b****es" );
}
}





Vissions



doVisions()
{

self endon ( "death" );
self endon ( "disconnect" );

for (;
{

self waittill( "weapon_change", newWeapon );
visionSetNaked( "cheat_invert", 4.2 );
self iPrintlnBold(" invert !");
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_contrast", 0.2 );
self iPrintlnBold( " contrast!" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_invert_contrast", 0.2 );
self iPrintlnbold( "invert contrast !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "ac130_inverted", 0.2 );
self iPrintlnbold( "Ac130 Inverted !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "sepia", 0.2 );
self iPrintlnbold( "sepia !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "mpoutro", 0.2 );
self iPrintlnBold( "Outro" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cargoship_blast", 0.2 );
self iPrintlnbold( "^0BLAST !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "grayscale", 0.2 );
self iPrintlnBold( "black and white !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_chaplinnight", 0.2 );
self iPrintlnbold( "WOW" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "bog_a_sunrise", 0.2 );
self iPrintlnBold( "BOO !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "black_bw", 0.2 );
self iPrintlnBold( "film !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_bw", 0.2 );
self iPrintlnBold( "same !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_bw_contrast", 0.2 );
self iPrintlnBold( "cool!" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "ac130", 0.2 );
self iPrintlnBold( "Ac130 !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "default", 0.2 );
self iPrintlnBold( "default" );
}
}
Map/load screen

mp_backlot loadscreen_mp_backlot
mp_bloc
loadscreen_mp_bloc
mp_bog
loadscreen_mp_bog
mp_cargoship
loadscreen_mp_cargoship
mp_citystreets loadscreen_mp_citystreets
mp_convoy
loadscreen_mp_convoy
mp_countdown
loadscreen_mp_countdown
mp_crash
loadscreen_mp_crash
mp_crossfire
loadscreen_mp_crossfire
mp_farm
loadscreen_mp_farm
mp_overgrown
loadscreen_mp_overgrown
mp_pipeline
loadscreen_mp_pipeline
mp_shipment
loadscreen_mp_shipment
mp_showdown
loadscreen_mp_showdown
mp_strike
loadscreen_mp_strike
mp_vacant
loadscreen_mp_vacant
mp_broadcast


Class Color Codes


^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

8
General Talk / Re: Welcome to the Shoutbox!
« on: December 07, 2011, 10:32:38 pm »
Very Coolnice

9
Modded Lobbies / Re: Looking For Lobbies? Post Here
« on: December 07, 2011, 10:31:19 pm »
And My jtag is getting fixed i plan to get it back by christmas

10
Modded Lobbies / Re: Looking For Lobbies? Post Here
« on: December 07, 2011, 10:16:08 pm »
Yes but where do you get the r2r2r2r2r

11
Modded Lobbies / Looking For Lobbies? Post Here
« on: December 07, 2011, 10:07:34 pm »
*DELETED BY WHEATLEY UNTIL FURTHER NOTICE*

12
Call of Duty 4 (MW1) / Re: Cod 4 Modding and Hacking Help
« on: December 07, 2011, 10:02:43 pm »
I was just infected earlier today with a full mod menu.

13
Call of Duty 4 (MW1) / Re: Cod 4 Modding and Hacking Help
« on: December 07, 2011, 09:56:11 pm »
No, this is not true at least not right now all mods and hacks are still up and running on multiplayer.

14
Call of Duty 4 (MW1) / Cod 4 Modding and Hacking Help
« on: December 07, 2011, 09:53:39 pm »
If anybody needs help for anything in cod 4 post in this topic

15
Staff Openings! / Re: You cannot just get Co-Owner or Admin!
« on: December 07, 2011, 06:13:37 pm »
ok

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