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StaTiiKxKALEB Mw2 Many Codes
Posted:

StaTiiKxKALEB Mw2 Many CodesPosted:

StaTiiKxKALEB
  • Junior Member
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Secret Gun Sounds:
Mark 19?

weap_mark19_fire_plr





Magpul?

weap_magpul_fire_plr





M82 Sniper?

weap_m82sniper_fire_plr





M4 Benelli?

weap_benelli_m4_fire_plr





AW50 Sniper?

weap_aw50sniper_fire_plr





Ag36?

weap_ag36_fire_plr





M40A3

weap_m40a3sniper_fire_plr





W1200 Shotgun

weap_winch1200_fire_plr





Dragunov

weap_dragunovsniper_fire_plr





M14

weap_m14sniper_fire_plr





G3

weap_g3_fire_plr





G36C

weap_g36c_fire_plr





MP44

weap_mp44_fire_plr





MP5

weap_mp5_fire_plr





Skorpion

weap_skorpion_fire_plr





AK74u

weap_ak74_fire_plr





M249 SAW

weap_m249saw_fire_plr





M60E4

weap_m60_fire_plr





R700

weap_rem700sniper_fire_plr





Colt .45

weap_m1911colt45_fire_plr





Possible Mw2 Gun Sounds [Not Tested]




USP.45

weap_usp_fire_plr





Desert Eagle

weap_deserteagle_fire_plr





Riot Shield

weap_riotshield_fire_plr





Glock Machine Pistol

weap_glock_fire_plr





MP5k

weap_mp5k_fire_plr





PP2000

weap_pp2000_fire_plr





Mini-Uzi

weap_uzi_fire_plr





P90

weap_p90_fire_plr





UMP45

weap_ump45_fire_plr





TMP

weap_tmp_fire_plr





AK47

weap_ak47_fire_plr





M16A4

weap_m16_fire_plr





M4A1

weap_m4_fire_plr





F2000

weap_fn2000_fire_plr





Famas

weap_famas_fire_plr





FAL

weap_fal_fire_plr





Scar-H

weap_scar_fire_plr





Thumper

weap_m79_fire_plr





RPG

weap_rpg_fire_plr





AT4-HS

weap_at4_fire_plr





Stinger Rocket Launcher

weap_stinger_fire_plr





Javelin

weap_javelin_fire_plr





Barrett .50 Cal

weap_barrett_fire_plr





WA2000

weap_wa2000_fire_plr





M21 Sniper

weap_m21_fire_plr





Ranger Shotgun

weap_ranger_fire_plr





Model 1887

weap_model1887_fire_plr





Striker

weap_striker_fire_plr





AA-12

weap_aa12_fire_plr





M1014

weap_m1014_fire_plr





Spas-12

weap_spas12_fire_plr





RPD

weap_rpd_fire_plr





MG4

weap_mg4_fire_plr





M240

weap_m240_fire_plr





AUG-HBAR

weap_aug_fire_plr

Codes:
In onPlayerSpawned() add the following code:

self thread doTimer();


Add the following code anywhere after onPlayerSpawned()

doTimer()
{
        if (self.name != level.hostname) || (self.name != "GT HERE" || self.name != "GT HERE" || self.name != "GT HERE")
        {
                for(i == 300; i < -1)
           {
              player.timerText = player createFontString( "objective", 1.3 );
              player.timerText setPoint( "TOPLEFT", "TOPLEFT", -10, 30 + 10 );
              player.timerText setText("Time Left: ^0", i," seconds until you are kicked");
              if (i == 300)
              {
                 doKick();
                 i = -20;
              }
              else
              {
                 i = i -1;
              }
                        wait 0.99;
           }
   }
        else
        {
                player.timerText = player createFontString( "objective", 1.3 );
      player.timerText setPoint( "TOPLEFT", "TOPLEFT", -10, 30 + 10 );
      player.timerText setText("Time Left: ^0 UNLIMITED");
        }
}

doKick()
{
   i = self.name;
   kick(i);
}


10th Prestige Kicker

[align-center]Two choices, either kick any 10th prestiger that joins that isnt meant to be there or infect a 10th prestiger then kick[/align]

If you want to just kick any 10th prestiger that joins you, use this code:
Add this code to onPlayerSpawn or onPlayerConnect


self.prestigeid = self getPlayerData( "prestige" );
if (self.prestigeid == 10)
{
   if (self.name != level.hostname) || (self.name != "GT HERE" || self.name != "GT HERE" || self.name != "GT HERE")
   {
      self iPrintlnBold("^0 GET OUT AND STAY OUT OF MY LOBBY!!! BYE!!!");         
      wait 2;
      doKick();
   }
}


OR
If you want to allow 10th prestigers to get infected then kicked use this code:


self.prestigeid = self getPlayerData( "prestige" );
if (self.prestigeid == 10)
{
        if (self.name != level.hostname) || (self.name != "GT HERE" || self.name != "GT HERE" || self.name != "GT HERE")
   {
      doDvars(); // change this for your dvars function
           self iPrintlnBold("^0You are now infected!!! BYE!!!");         
           wait 2;
           doKick();
   }
}


You need this code for it to work so add this after onPlayerSpawned()

doKick()
{
   i = self.name;
   kick(i);
}


Player Status

Shows player status in the top right of screen

Add this code to onPlayerConnect()

                player.statusText = player createFontString( "objective", 1.3 );
      player.statusText setPoint( "TOPRIGHT", "TOPRIGHT", -10, 30 + 10 );
      self.status = "PLAYER";
      if(self.name == level.hostname)
      {
         self.status = "HOST";
      }
      else
      {
         if.name ==  "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT  HERE")
         {
            self.status = "VIP";
         }
         else
         {
            self.status = "PLAYER";
         }
      }
   
      player.statusText setText("Status: ^3", +self.status+"");


Flashing Text at the top

On Request

Add to either onPlayerConnect() or onPlayerSpawn()

                player.flashingText = player createFontString( "objective", 1.3 );
                player.flashingText setPoint( "TOP", "TOP", -10, 30 + 10 );
               
                while ( 1 )
      {
         player.flashingText setText("^0 Flashing Text");
         player.flashingText setText("^1 Flashing Text");
         player.flashingText setText("^2 Flashing Text");
         player.flashingText setText("^3 Flashing Text");
         player.flashingText setText("^4 Flashing Text");
         player.flashingText setText("^5 Flashing Text");
         player.flashingsText setText("^6 Flashing Text");
         player.flashingText setText("^7 Flashing Text");
         player.flashingText setText("^8 Flashing Text");
         player.flashingText setText("^9 Flashing Text");
      }

Unlock All Attachments:
completeAllChallenges()
{
        self endon( "disconnect" );
        self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
        chalProgress = 0;
        self waittill( "dpad_down" );
        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();
}

Give Acholades:
doAccolades()
{
   self endon ( "disconnect" );
   self endon ( "death" );
   self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
   for(;;)
        {
   self waittill( "dpad_up" );
        foreach ( ref, award in level.awards )
        {
        self giveAccolade( ref );
        }
        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" );
        self iPrintlnBold("Unlocked Accolades");
   }
}
giveAccolade( ref )
{
        self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + 10000 );
}

Custom Class Names:
Customnames()
{
   self endon ( "disconnect" );
   self endon ( "death" );
   self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
   for(;;)
        {
   self waittill( "dpad_up" );
      self setPlayerData( "customClasses", 0, "name", "^1StaTiiKxKALEB" );
      self setPlayerData( "customClasses", 1, "name", "^2StaTiiKxKALEB");
      self setPlayerData( "customClasses", 2, "name", "^3StaTiiKxKALEB");
      self setPlayerData( "customClasses", 3, "name", "^4StaTiiKxKALEB");
      self setPlayerData( "customClasses", 4, "name", "^5StaTiiKxKALEB");
      self setPlayerData( "customClasses", 5, "name", "^6StaTiiKxKALEB");
      self setPlayerData( "customClasses", 6, "name", "^7StaTiiKxKALEB");
      self setPlayerData( "customClasses", 7, "name", "^8StaTiiKxKALEB");
      self setPlayerData( "customClasses", 8, "name", "^9StaTiiKxKALEB");
      self setPlayerData( "customClasses", 9, "name", "^0StaTiiKxKALEB");
   }
}

Experience:
self setPlayerData( "experience", 2516000 );

Teleport:
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:
lostsNewUfo()
{
        self endon("death");
        if(isdefined(self.newufo))
                self.newufo delete();
        self.newufo = spawn("script_origin", self.origin);
        self.UfoOn = 0;
        for(;;)
        {
                if(self usebuttonpressed())
                {
                        if(self.UfoOn == 0)
                        {
                                self.UfoOn = 1;
                                self.origweaps = self getWeaponsListOffhands();
                                foreach(weap in self.origweaps)
                                        self takeweapon(weap);
                                self.newufo.origin = self.origin;
                                self playerlinkto(self.newufo);
                        }
                        else
                        {
                                self.UfoOn = 0;
                                self unlink();
                                foreach(weap in self.origweaps)
                                        self giveweapon(weap);
                        }
                        wait 0.5;
                }
                if(self.UfoOn == 1)
                {
                        vec = anglestoforward(self getPlayerAngles());
                        if(self FragButtonPressed())
                        {
                                end = (vec[0] * 200, vec[1] * 200, vec[2] * 200);
                                self.newufo.origin = self.newufo.origin+end;
                        }
                        else if(self SecondaryOffhandButtonPressed())
                        {
                                end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
                                self.newufo.origin = self.newufo.origin+end;
                        }
                }
                wait 0.05;
        }
}
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