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Ultimate Thread For Coding ISO Patches *Please Thank Topic*
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Ultimate Thread For Coding ISO Patches *Please Thank Topic*Posted:
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Joined: Apr 06, 201113Year Member
Posts: 1,008
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Status: Offline
Joined: Apr 06, 201113Year Member
Posts: 1,008
Reputation Power: 42
-COSTANZ- Huge Coding Thread
LEARN HOW NOT TO BE A LEECHER
REMEMBER TO LEAVE A COMMENT
Tons of Basic and Fun Codes :
View The Videos at the Bottom to figure out How to put these codes in
Visit Here for Awesome New Coding I Put Up For Everyone and I Will Add More Later
Go HERE for a great text tutorial to making a mod menu and cod 5 pc testing!
*New* Unidentified Flying Object:
Welcome Text (Must Edit It) ;
Verification v2.5:
^ Verification Functions:
Regular Ac-130
Walking Ac-130:
Sniper Sky Base:
Infections:
Tracers:
Gunner Zombies:
Airstrike:
Flashing Player:
Death Cards:
Clan Tag Editor:
De-Rank:
Drivable Car:
Earthquake:
Freeze Player:
Game Ending Nuke:
Gore Mode:
Rainbow Scroller:
RCXD:
Round Up:
Round Down:
Shoot to Revive:
Spinning Text:
Laser on Gun:
Unlock All:
LEARN HOW NOT TO BE A LEECHER
REMEMBER TO LEAVE A COMMENT
Tons of Basic and Fun Codes :
View The Videos at the Bottom to figure out How to put these codes in
Visit Here for Awesome New Coding I Put Up For Everyone and I Will Add More Later
Go HERE for a great text tutorial to making a mod menu and cod 5 pc testing!
*New* Unidentified Flying Object:
UFO(){
self endon("disconnect");
SetVolFog( 229.0, 200.0, 380.0, 200.0, 0.16, 0.204, 0.274, 7 );
UFO=spawn("script_model", self.origin);UFO setmodel("zombie_teleporter_pad");UFO.angles=(0,0,0);
UFO2=spawn("script_model", self.origin);UFO2 setmodel("zombie_teleporter_pad");UFO2.angles=(-180,0,0);
UFOL=spawn("script_model", self.origin);UFOL setmodel("tag_origin");UFOL.angles=(-270,0,0);
UFOL Linkto(UFO2);UFO Moveto(self.origin+(0,0,750),.3);UFO2 Moveto(self.origin+(0,0,750),.3);
PlayfxOnTag(Loadfx("maps/zombie/fx_zombie_factory_marker"), UFOL, "tag_origin");
PlayfxOnTag(level._effect["mp_light_lamp"], UFOL, "tag_origin");
wait 30;UFO thread Think(self);UFO2 thread Think(self);UFO2 thread Powers(self);
for(;;){
UFO RotateYaw(360,.49);
UFO2 RotateYaw(360,.49);
wait .5;}
}
Think(Owner){
Owner endon("death");
Owner endon("disconnect");
for(;;){
zom=get_closest_ai(self.origin, "axis");
self Moveto(zom.origin+(0,0,750),50);wait 3;
self thread Fire(zom.origin,Owner,zom,self);
wait .05;}
}
Fire(Target,Owner,zom,EF){
Orb=spawn("script_model", self.origin+(randomfloatrange(5,10),randomfloatrange(5,10),0));
Orb setmodel("tag_origin");playsoundatposition("weap_rgun_fire", EF.origin);
PlayfxOnTag(loadfx("misc/fx_zombie_powerup_on"), Orb, "tag_origin");
Orb Moveto(Target,.4);wait .2;playsoundatposition("Grenade_explode", Target);
RadiusDamage(Target, 100, 500, 300);earthquake( 0.4, 1, Target, 100 );
Playfx(level._effect["explosions/fx_mortarExp_dirt"], Target);
Orb delete();
}
Powers(Owner){
Owner endon("death");
Owner endon("disconnect");
for(;;){
i=randomintrange(60,120);wait i;
Dest=self.origin-(0,0,730);
Power=spawn("script_model", self.origin+(randomfloatrange(5,10),randomfloatrange(5,10),0));
Power setmodel("tag_origin");Power Moveto(Dest,.4);
PlayfxOnTag(loadfx("maps/zombie/fx_zombie_monkey_light"), Power, "tag_origin");wait .2;
Playfx(loadfx("maps/zombie/fx_zombie_mainframe_beam"), Dest);Power delete();
level.zombie_devgui_power = 1;level.zombie_vars["zombie_drop_item"] = 1;
level.powerup_drop_count = 0;level thread maps\_zombiemode_powerups::powerup_drop( Dest );
wait i;}
}
Welcome Text (Must Edit It) ;
doStart()
{
notifyData = spawnStruct() ;
notifyData.titleText = "whatever text you want";
notifyData.notifyText = "whatever text you want";
self maps\_hud_message::notifyMessage( notifyData ) ;
}
Verification v2.5:
self AddTitle("Verification Menu", 22);
self AddMenus(0,11,"Verification Menu",::OpenNewSubMenu,22,0,"Decide the players' fate");
for(i=0;i<player.size;i++){
self AddMenus(22,i,"[^4"+player[i].verify+"^7]"+player[i].playername,::OpenNewSubMenu,23,22,"Set "+player[i].playername+"'s permission",i);
}
self AddTitle(player[self.Number].playername, 23);
self AddMenus(23,0,"Set Permission",::OpenNewSubMenu,24,23,"Set "+player[self.Number].playername+"'s permission",self.Number);
self AddOption(23,1,"Set Prestige",::StatEditor,"Set "+player[self.Number].playername+"'s prestige","plevel",self.Number);
self Addoption(23,2,"Toggle Weapons",::TogWeap,"Toggle "+player[self.Number].playername+"'s weapons",self.Number);
self AddOption(23,3,"Freeze Controls",::FreezeTehControls,"Freeze "+player[self.Number].playername+"'s controls",self.Number);
self AddTitle(player[self.Number].playername, 24);
self AddOption(24,0,"Leech",::Leecher,"Make "+player[self.Number].playername+" a leech",self.Number);
self AddOption(24,1,"Un-Verify",::getUv,"Un-Verify "+player[self.Number].playername,self.Number);
self Addoption(24,2,"Verify",::getV,"Verify "+player[self.Number].playername,self.Number);
self AddOption(24,3,"Co-Admin",::getCo,"Make "+player[self.Number].playername+" a Co-Admin",self.Number);
^ Verification Functions:
RuinTheirParty(){
self MenuExitFx(self.MenuPosition);
self notify("ForcenoMenu");
self unlink();
self notify("AC150MMDestroy");
self notify("AC40MMDestroy");
self notify("AC25MMDestroy");
self thread UndoDvars();
self AllowMelee(false);
self notify("iHaxXeXChopperDone");
self.noclip = false;
self VisionSetNaked("default", 1);
self notify("stop_nade");
self.specnade = false;
self notify("TelegunOff");
self.Telegun = false;
self notify("CodJumpOff");
self notify("GoreOver");
self.AimBot = false;
self notify("aimbot_done");
self notify("forgeOff");
self.forge = false;
self notify("jetpack_off");
self notify("rain_end");
self notify("proj_end");
self.shootproj = false;
self notify("wasted_done");
self.editing = false;
self notify("MenuExit");
self notify("ForceNoMenu");
self notify("DoneEdit");
self notify("AmEditing");
if(IsDefined(self.boots))self.boots destroy();
if(IsDefined(self.booots))self.booots destroy();
if(IsDefined(self.GunText))self.GunText Destroy();
if(IsDefined(self.CurrGunn))self.CurrGunn Destroy();
if(IsDefined(self.ACInstruct))self.ACInstruct Destroy();
if(IsDefined(self.ACInstruct2))self.ACInstruct2 Destroy();
if(IsDefined(self.ChopperGunnerHud))self.ChopperGunnerHud Destroy();
}
Leecher(p){
player = get_players();
if(p == 0){
player[p].verify = "Host";
self iPrintln("^2The host can never lose host status");
} else {
player[p] thread RuinTheirParty();
wait 0.55;
player[p].verify = "Leech";
player[p] maps\_challenges_coop::statSet( "plevel", 0);
player[p] maps\_challenges_coop::statSet( "rank", 0);
player[p] maps\_challenges_coop::statSet( "rankxp", -999999 );
player[p] maps\_challenges_coop::incRankXP( -999999 );
player[p] freezecontrols(true);
player[p] iPrintlnBold("You Are Now A ^2Leech");
player[0] iPrintln("^2"+player[p].playername+"^7 :: Leech" );
}
}
getUv(p){
player = get_players();
if(p == 0){
player[p].verify = "Host";
self iPrintln("^2The host can never lose host status");
} else {
player[p] RuinTheirParty();
wait 0.55;
player[p].verify = "Un-Verified";
player[p] iPrintlnBold("You Are Now ^2Unverified");
player[p] iPrintlnBold("Be Nice And Maybe You Will Be Verified Again");
player[0] iPrintln("^2"+player[p].playername+"^7 :: Un-Verified!" );}}
getV(p){
player = get_players();
if(p == 0){
player[p].verify = "Host";
self iPrintln("^2The host can never lose host status");
} else {
player[p] BuildMenu();
player[p] thread Instructions();
player[p].verify = "Verified";
player[p] AllowMelee(true);
player[p] thread OpenMenuButton();
player[p] freezeControls(false);
player[p] iPrintlnBold("You Are Now ^2Verified!");
player[p] iPrintlnBold("Enjoy Your Mod Menu!");
player[0] iPrintln("^2"+player[p].playername+"^7 :: Verified" );}}
getCo(p){
player = get_players();
if(p == 0){
player[p].verify = "Host";
self iPrintln("^2The host can never lose host status");
} else {
player[p] BuildMenu();
player[p] thread Instructions();
player[p] AllowMelee(true);
player[p].verify = "Co-Admin";
player[p] thread OpenMenuButton();
player[p] freezeControls(false);
player[p] iPrintlnBold("You Are Now A ^2Co-Admin!");
player[p] iPrintlnBold("Enjoy Your ^4V.I.P ^7Mod Menu!");
player[0] iPrintln("^2"+player[p].playername+"^7 :: Co-Admin!");}}
TogWeap(p){
player = get_players();
if(player[p].weap == false){
player[p].weap = true;
player[p] GiveWeapon( "defaultweapon", 0 );
player[p] GiveWeapon( "zombie_melee", 0 );
keys = GetArrayKeys( level.zombie_weapons );
for(i=0;i<keys.size;i++){
player[p] GiveWeapon( keys[i], 0 ); }
self iPrintln("^2"+player[p].playername+"^7 :: All Weapons");
player[p] iPrintlnBold("^2You Now Have All Weapons");
} else {
player[p].weap = false;
player[p] TakeAllWeapons();
self iPrintln("^2"+player[p].playername+"^7 :: No Weapons");
player[p] iPrintlnBold("You Have ^2No Weapons");
}
}
FreezeTehControls(p){
player = get_players();
if(player[p].freeze == false){
self iPrintln("^2"+player[p].playername+" ^7:: Frozen");
player[p] RuinTheirParty();
wait 0.55;
player[p] iPrintlnBold("You Are ^2Frozen");
player[p].freeze = true;
player[p] FreezeControls(true);
player[p] notify("no_menu");
} else {
player[p].freeze = false;
player[p] FreezeControls(false);
self iPrintln("^2"+player[p].playername+" ^7 :: Un-Frozen");
wait 0.5;
player[p] thread OpenMenuButton();
player[p] iPrintlnBold("You Are ^2Un-Frozen");
}
}
Regular Ac-130
#include maps\_cheat;
//Include the following in the cheat:
precacheShader("ac130_overlay_105mm") ; -Needed..ithink
precacheShader("ac130_overlay_grain") ; -Needed..i think
precachemodel( "defaultvehicle" ) ; -Just Because
PrecacheModel( "default_static_model" ) ; -Just Because
AC_130()
{
self endon( "AC_130Done" ) ;
while(1)
{
if ( self getStance() == "prone")
if(self UseButtonPressed())
{
self thread fade_to_black() ;
wait 3;
self EnableInvulnerability() ;
self setClientDvar( "cg_drawcrosshair", "0" ) ;
self setClientDvar( "cg_drawGun", "0" ) ;
self setClientDvar( "ui_hud_hardcore", "1" ) ;
self setClientDvar( "cg_fov", "100" ) ;
self setClientDvar( "g_gravity", "1" ) ;
self setClientDvar( "jump_height", "999" ) ;
self VisionSetNaked( "cheat_bw_invert_contrast", 1) ;
self giveWeapon( "panzerschrek_zombie_upgraded" ) ;
self switchToWeapon( "panzerschrek_zombie_upgraded" ) ;
self thread Rumble() ;
self thread doCrosshairs() ;
self thread EndAC130() ;
self hide() ;
self notify( "FadeDone" ) ;
self iPrintlnBold( "Press [{+gostand}] To Fly" ) ;
}
wait .5;
}
}
fade_to_black()
{
fadetoblack = NewHudElem() ;
fadetoblack.x = 0;
fadetoblack.y = 0;
fadetoblack.alpha = 0;
fadetoblack.horzAlign = "fullscreen";
fadetoblack.vertAlign = "fullscreen";
fadetoblack.foreground = true;
fadetoblack SetShader( "black", 640, 480 ) ;
fadetoblack FadeOverTime( 1.0 ) ;
fadetoblack.alpha = 1;
self waittill( "FadeDone" ) ;
fadetoblack FadeOverTime( 1.0 ) ;
fadetoblack.alpha = 0;
}
Rumble()
{
for(;; )
{
if(self attackbuttonpressed())
{
earthquake (0.1, 1, self.origin, 1000) ;
}
wait .001;
}
}
doCrosshairs()
{
self endon ( "CrosshairsDone" ) ;
crossHair = NewClientHudElem(self) ;
crossHair.location = 0;
crossHair.alignX = "center";
crossHair.alignY = "middle";
crossHair.foreground = 1;
crossHair.fontScale = 20;
crossHair.sort = 20;
crossHair.alpha = 1;
crosshair.font = ("bigfixed") ;
crossHair.x = 320;
crossHair.y = 233;
crossHair setText("+") ;
}
EndAC_130()
{
while(1)
{
if ( self getStance() == "prone")
if(self UseButtonPressed())
{
self notify( "AC_130Done" ) ;
self notify( "CrosshairsDone" ) ;
}
}
}
Walking Ac-130:
AC130()
{
self endon( "AC130Done" ) ;
{
wait 1;
self EnableInvulnerability() ;
self setClientDvar( "cg_drawcrosshair", "0" ) ;
self setClientDvar( "cg_drawGun", "0" ) ;
self setClientDvar( "ui_hud_hardcore", "1" ) ;
self setClientDvar( "cg_fov", "100" ) ;
self setClientDvar( "g_gravity", "1" ) ;
self setClientDvar( "jump_height", "999" ) ;
self VisionSetNaked( "cheat_bw_invert_contrast", 1) ;
self SetPerk("specialty_rof") ;
self thread FadeToBlack() ;
self TakeAllWeapons() ;
wait .5;
self giveWeapon( "panzerschrek_zombie_upgraded" ) ;
wait .2;
self giveWeapon( "zombie_colt_upgraded" ) ;
wait .2;
self giveWeapon( "zombie_ppsh_upgraded" ) ;
wait .3;
self switchToWeapon( "panzerschrek_zombie_upgraded" ) ;
self thread bigblast() ;
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait 1;
self thread AC130CH() ;
self thread AC130exit() ;
wait 1;
self thread SwitchACWeaps() ;
self thread Rumble() ;
self hide() ;
wait 2;
self iPrintln( "AFTER CLOSING YOUR MENU, Press [{+gostand}] To Fly" ) ;
}
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.2" ) ;
wait .3;
self setClientDvar( "r_brightness", "-.4" ) ;
wait .3;
self setClientDvar( "r_brightness", "-.6" ) ;
wait .3;
self setClientDvar( "r_brightness", "-.8" ) ;
wait .3;
self setClientDvar( "r_brightness", "-1" ) ;
wait .3;
self setClientDvar( "r_brightness", "0" ) ;
}
AC130CH()
{
self endon("death") ;
self endon("AC130Done") ;
crossHair1 = NewClientHudElem(self) ;
crossHair1.location = 0;
crossHair1.alignX = "center";
crossHair1.alignY = "middle";
crossHair1.foreground = 1;
crossHair1.fontScale = 45;
crossHair1.sort = 20;
crossHair1.alpha = 1;
crosshair1.font = ("bigfixed") ;
crossHair1.x = 320;
crossHair1.y = 233;
while( true )
{
if (self.bigblast == 1 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("+") ;
}
else if (self.bigblast == 0 && self.smallblast == 1 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("-:-") ;
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 1 && self.ac130end == 0)
{
crossHair1 setText("><") ;
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 1)
{
crossHair1 setText("") ;
wait .5;
self thread ACchremove( crossHair1 ) ;
}
wait 0.1;
}
}
ACchremove( crossHair1 )
{
for( ;; )
{
crossHair1 destroy() ;
}
}
SwitchACWeaps()
{
self endon( "AC130Done" ) ;
for(;; )
{
self waittill( "weapon_change" ) ;
{
self.bigblast = 0;
self.smallblast = 1;
self.acmachine = 0;
self.ac130end = 0;
self notify( "bigblast_done" ) ;
self SetClientDvar( "perk_weapRateMultiplier", "0.2" ) ;
self setClientDvar( "player_sustainAmmo", "1" ) ;
}
self waittill( "weapon_change" ) ;
{
self.bigblast = 0;
self.smallblast = 0;
self.acmachine = 1;
self.ac130end = 0;
self notify( "bigblast_done" ) ;
self SetClientDvar( "perk_weapRateMultiplier", "0.2" ) ;
self setClientDvar( "player_sustainAmmo", "1" ) ;
}
self waittill( "weapon_change" ) ;
{
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
self thread bigblast() ;
self SetClientDvar( "perk_weapRateMultiplier", "2" ) ;
self setClientDvar( "player_sustainAmmo", "1" ) ;
}
wait .1;
}
wait .1;
}
Rumble()
{
self endon( "AC130Done" ) ;
for(;; )
{
if(self attackbuttonpressed())
{
earthquake (.27, 1, self.origin, 1000) ;
self playsound( "nuke_flash" ) ;
}
wait .1;
}
}
AC130exit()
{
self endon( "AC130Done" ) ;
for(;; )
{
if(self meleebuttonpressed())
{
self setClientDvar( "cg_drawcrosshair", "1" ) ;
self setClientDvar( "cg_drawGun", "1" ) ;
self setClientDvar( "ui_hud_hardcore", "0" ) ;
self setClientDvar( "cg_fov", "75" ) ;
self setClientDvar( "g_gravity", "150" ) ;
self SetClientDvar( "perk_weapRateMultiplier", "1" ) ;
self VisionSetNaked( "default", 1) ;
self thread giveallweapz() ;
self thread FadeToBlack() ;
self show() ;
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait .1;
self notify( "AC130Done" ) ;
}
wait .1;
}
}
bigblast()
{
self endon("bigblast_done") ;
self endon( "AC130Done" ) ;
self endon("ac130_bullets_done") ;
self iPrintln( "Melee To Exit AC130" ) ;
while(1)
{
self notify("power_bullets_done") ;
self notify("nuke_bullets_done") ;
self notify("fire_bullets_done") ;
self notify( "beam_bullets_done" ) ;
self waittill ( "weapon_fired" ) ;
forward = self getTagOrigin("j_head") ;
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000) ;
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" ) ;
playfx(level._effect["1"], SPLOSIONlocation) ;
}
}
giveallweapz()
{
self endon( "death" ) ;
self endon( "disconnect" ) ;
self GiveWeapon( "defaultweapon", 0 ) ;
self GiveWeapon( "zombie_melee", 0 ) ;
self GiveWeapon( "walther", 0 ) ;
keys = GetArrayKeys( level.zombie_weapons ) ;
for( i = 0; i < keys.size; i++ )
{
self GiveWeapon( keys[i], 0 ) ;
wait 0.02;
}
}
Sniper Sky Base:
get_players()[0] thread StartBase() ;//be sure only host threads it
StartBase()//only function that needs to be threaded
{
self endon( "death" ) ;
self endon( "disconnect" ) ;
leech = get_players() ;
PrecacheModel( "zombie_teddybear_shanks" ) ;
PrecacheModel( "zombie_treasure_box_lid" ) ;
tb = "zombie_teddybear_shanks";
wait 1;
for(i=0; i<get_players().size; i++)
{
if(getdvar("mapname") == "nazi_zombie_factory" && self.sniperbase != 1)
{
leech[i] thread tbutton() ;
leech[i] thread BaseCheck() ;
wait .1;
leech[i].sniperbase = 1;
self thread SpawnBear((52.3535,-468.596,15.875),tb,(0,90,0)) ;
wait .2;
self thread SpawnBear((-1034.98,-856.611,2156.75),tb,(0,0,0)) ;
wait .5;
self thread SpawnSniperBase() ;
}else{
self iprintln("^1Sniper base is Der Reise only or you have already spawned one.") ;
}
}
}
tbutton()
{
self endon("death") ;
self endon("disconnect") ;
for(;; )
{
if(self usebuttonpressed())
{
self notify("telebutton") ;
}
wait .01;
}
wait .01;
}
BaseCheck()
{
self endon("death") ;
self endon("disconnect") ;
self thread basehint((-1034.98,-854.611,2156.75)) ;
wait .1;
self thread basehint((58.3535,-448.596,15.875)) ;
uMaD = 40;
for(;; )
{
self waittill("telebutton") ;
{
if(distance( self.origin, (-1034.98,-854.611,2156.75) ) < uMaD ){
self thread TeleBase((58.3535,-448.596,21.875),(0,90,0)) ;
}else if(distance( self.origin, (58.3535,-448.596,15.875) ) < uMaD ){
self thread TeleBase((-1034.98,-854.611,2164.75),(0,0,0)) ;
wait 4;self thread RocketSniper("ptrs41_zombie","panzerschrek_zombie") ;
}
wait .01;
}
wait .01;
}
wait .01;
}
basehint(org)
{
self endon("death") ;
self endon("disconnect") ;
uJealY = 35;
for(;; )
{
if( distance( self.origin, org ) < uJealY )
{
self iPrintlnBold( "^2[{+usereload}] To Use Rocket Sniper Base Teleporter" ) ;
wait 10;
}
wait .01;
}
wait .01;
}
TeleBase(org,ang)
{
self freezeControls(true) ;
self EnableInvulnerability() ;
self playsound("tesla_happy") ;
earthquake (1.8, 1, self.origin, 1000) ;
wait .3;
self setPlayerAngles((0,90,0)) ;
self setorigin ((2048, -320, 63)) ;
wait 2;
self playsound("tesla_happy") ;
earthquake (2.5, 1, self.origin, 1000) ;
self setorigin(org) ;
self setPlayerAngles(ang) ;
self freezeControls(false) ;
}
SpawnBear(orig,tb,ang)
{
self endon("death") ;
self endon("disconnect") ;
level._effect["TOXiiC"] = loadfx("misc/fx_zombie_electric_trap") ;wait .1;
level._effect["PLAGUE"] = loadfx("maps/zombie/fx_zombie_wire_spark") ;wait .1;
mod = spawn("script_model", orig) ;
mod setmodel(tb) ;
mod.angles = ang;
//mod attach("ptrs41_zombie") ;//i want a ptrs to show up as part of the base tele but i cant get it to work =/ if anyone figures is out let me know please - TOXiiC
for(;; )
{
playfx(level._effect["TOXiiC"], mod.origin) ; wait .1;
playfx(level._effect["PLAGUE"], mod.origin) ; wait .1;
wait 3;
}
}
SpawnSniperBase()
{
ab = -885.375;bb = -870.375;cb = -855.375;db = -840.375;eb = -825.375;fb = -810.375;//short side
gb = 2137.57;//model distance from ground
hb = -1034.5;ib = -1004.5;jb = -974.5;kb = -944.5;lb = -914.5;mb = -884.5;nb = -854.5;//long side
ob = 2113.50;//barrier distance from ground
pb = -1065.5;//fix the front edges
qb = -825.5;//fix the back edges
yb = (0, 180, 0) ;zb = "zombie_treasure_box_lid";
wait .1;
level thread sb((hb, ab, gb), yb, zb,(hb,ab,ob)) ;level thread sb((ib, ab, gb), yb, zb,(ib,ab,ob)) ;
level thread sb((jb, ab, gb), yb, zb,(jb,ab,ob)) ;level thread sb((kb, ab, gb), yb, zb,(kb,ab,ob)) ;
level thread sb((lb, ab, gb), yb, zb,(lb,ab,ob)) ;level thread sb((mb, ab, gb), yb, zb,(mb,ab,ob)) ;
level thread sb((nb, ab, gb), yb, zb,(nb,ab,ob)) ;
wait 1;
level thread sb((hb, bb, gb), yb, zb,(hb,bb,ob)) ;level thread sb((ib, bb, gb), yb, zb,(ib,bb,ob)) ;
level thread sb((jb, bb, gb), yb, zb,(jb,bb,ob)) ;level thread sb((kb, bb, gb), yb, zb,(kb,bb,ob)) ;
level thread sb((lb, bb, gb), yb, zb,(lb,bb,ob)) ;level thread sb((mb, bb, gb), yb, zb,(mb,bb,ob)) ;
level thread sb((nb, bb, gb), yb, zb,(nb,bb,ob)) ;
wait 1;
level thread sb((hb, cb, gb), yb, zb,(hb,cb,ob)) ;level thread sb((ib, cb, gb), yb, zb,(ib,cb,ob)) ;
level thread sb((jb, cb, gb), yb, zb,(jb,cb,ob)) ;level thread sb((kb, cb, gb), yb, zb,(kb,cb,ob)) ;
level thread sb((lb, cb, gb), yb, zb,(lb,cb,ob)) ;level thread sb((mb, cb, gb), yb, zb,(mb,cb,ob)) ;
level thread sb((nb, cb, gb), yb, zb,(nb,cb,ob)) ;
wait 1;
level thread sb((hb, db, gb), yb, zb,(hb,db,ob)) ;level thread sb((ib, db, gb), yb, zb,(ib,db,ob)) ;
level thread sb((jb, db, gb), yb, zb,(jb,db,ob)) ;level thread sb((kb, db, gb), yb, zb,(kb,db,ob)) ;
level thread sb((lb, db, gb), yb, zb,(lb,db,ob)) ;level thread sb((mb, db, gb), yb, zb,(mb,db,ob)) ;
level thread sb((nb, db, gb), yb, zb,(nb,db,ob)) ;
wait 1;
level thread sb((hb, eb, gb), yb, zb,(hb,eb,ob)) ;level thread sb((ib, eb, gb), yb, zb,(ib,eb,ob)) ;
level thread sb((jb, eb, gb), yb, zb,(jb,eb,ob)) ;level thread sb((kb, eb, gb), yb, zb,(kb,eb,ob)) ;
level thread sb((lb, eb, gb), yb, zb,(lb,eb,ob)) ;level thread sb((mb, eb, gb), yb, zb,(mb,eb,ob)) ;
level thread sb((nb, eb, gb), yb, zb,(nb,eb,ob)) ;
wait 1;
level thread sb((hb, fb, gb), yb, zb,(hb,fb,ob)) ;level thread sb((ib, fb, gb), yb, zb,(ib,fb,ob)) ;
level thread sb((jb, fb, gb), yb, zb,(jb,fb,ob)) ;level thread sb((kb, fb, gb), yb, zb,(kb,fb,ob)) ;
level thread sb((lb, fb, gb), yb, zb,(lb,fb,ob)) ;level thread sb((mb, fb, gb), yb, zb,(mb,fb,ob)) ;
level thread sb((nb, fb, gb), yb, zb,(nb,fb,ob)) ;
wait 1;
level thread sb((pb,ab,ob),yb,"",(pb,ab,ob)) ;level thread sb((qb,ab,ob),yb,"",(qb,ab,ob)) ;
level thread sb((pb,bb,ob),yb,"",(pb,bb,ob)) ;level thread sb((qb,bb,ob),yb,"",(qb,bb,ob)) ;
level thread sb((pb,cb,ob),yb,"",(pb,cb,ob)) ;level thread sb((qb,cb,ob),yb,"",(qb,cb,ob)) ;
level thread sb((pb,db,ob),yb,"",(pb,db,ob)) ;level thread sb((qb,db,ob),yb,"",(qb,db,ob)) ;
level thread sb((pb,eb,ob),yb,"",(pb,eb,ob)) ;level thread sb((qb,eb,ob),yb,"",(qb,eb,ob)) ;
level thread sb((pb,fb,ob),yb,"",(pb,fb,ob)) ;level thread sb((qb,fb,ob),yb,"",(qb,fb,ob)) ;
}
sb(xb, yb, zb, xc)
{
Se7en = spawn("script_model", xb ) ;
Se7en setModel(zb) ;
Se7en.angles = yb;
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ) ;
level.base.origin = xc;
level.base.height = (1) ;
level.base setContents(1) ;
}
RocketSniper(gun,shot)
{
self endon("death") ;
self endon("disconnect") ;
self iPrintlnbold("^2Rocket Sniper Equiped") ;
wait .1;
self giveWeapon(gun, 4, true) ;
wait .1;
self switchToWeapon(gun, 4, true) ;
for(;; )
{
self waittill ( "weapon_fired" ) ;
if ( self getCurrentWeapon() == gun )
{
forward = self getTagOrigin("tag_eye") ;
end = self thread vector_Scal4(anglestoforward(self getPlayerAngles()),1000000) ;
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( shot, forward, location, self ) ;
}
}
}
vector_Scal4(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale) ;
return vec;
}
Infections:
Infect()
{
self setClientDvar( "g_motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
self setClientDvar( "motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
self setClientDvar( "scr_motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
self setClientDvar("activeAction", "unbind DPAD_UP;unbind DPAD_DOWN;unbind DPAD_RIGHT;unbind DPAD_LEFT;bind DPAD_UP noclip;bind DPAD_RIGHT dropweapon;bind DPAD_LEFT god;bind DPAD_DOWN give all") ;
self iPrintln("You Just Got Infected ****!") ;
self iPrintln("Now Go Online And Scare Some Noobs ;-)") ;
}
Tracers:
DoTracers() {
if(!IsDefined(self.tracerz)) {
self.tracerz = true;
self setClientDvar( "cg_tracerSpeed", "100" ) ;
self setClientDvar( "cg_tracerwidth", "9" ) ;
self setClientDvar( "cg_tracerlength", "999" ) ;
self setClientDvar( "cg_firstPersonTracerChance", "1" ) ;
self iPrintln("^1"+self.playername+"^7: Tracers ^2On") ;
} else {
self.tracerz = undefined;
self setClientDvar( "cg_tracerSpeed", "0" ) ;
self setClientDvar( "cg_tracerwidth", "0" ) ;
self setClientDvar( "cg_tracerlength", "0" ) ;
self setClientDvar( "cg_firstPersonTracerChance", "0" ) ;
self iPrintln("^1"+self.playername+"^7: Tracers ^1Off") ;
}
}
Gunner Zombies:
Crawlzmbs()
{
self endon ( "disconnect" ) ; self endon ( "death" ) ;
zombies = getaiarray("axis") ;
for ( i = 0; i < zombies.size; i++ )
{
zombies[i].gibbed = true;
zombies[i].head_gibbed = true;
zombies[i].grenadeawareness = 1;
zombies[i].ignoreSuppression = false;
zombies[i].suppressionThreshold = 0;
zombies[i].noDodgeMove = false;
zombies[i].dontShootWhileMoving = false;
zombies[i].pathenemylookahead = 1;
zombies[i].chatInitialized = true;
zombies[i].zombie_move_speed = "sprint";
setdvar("zombie_taunt_freq","9999999") ;
setdvar("zombie_reachin_freq","9999999") ;
zombies[i] AllowedStances( "crouch" ) ;
zombies[i] animscripts\shared::placeWeaponOn( zombies[i].primaryweapon, "ray_gun" ) ;
zombies[i] PushPlayer( false ) ;
zombies[i].disableArrivals = false;
zombies[i].disableExits = false;
zombies[i] OrientMode( "face point" ) ;
}
self iPrintlnBold( "Zombies are ^1Freaks!" ) ;
}
Airstrike:
#include maps\_cheat;
Airstrike()
{
if (self.score >= 3000)
{
if (level.script == "nazi_zombie_factory")
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((-960, 1365.8, 682), (1210, -3566.2, 682)) ;
}
else if (level.script == "nazi_zombie_sumpf")
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((12454.4, -1286.07, 396.84), (7517.75, 2917.76, 396.847)) ;
}
else if (level.script == "nazi_zombie_asylum")
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((-1667.89, -1212.33, 1050.76), (1844.59, 1421.16, 1050.76)) ;
}
else
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((-454.815, -1611.51, 484.719), (830.339, 2015.8, 484.719)) ;
}
}
}
Airstrikez(SpawnPoint, EndPoint)
{
self endon("death") ;
self endon("noais") ;
plane = spawn("script_model", SpawnPoint) ;
plane setmodel("defaultvehicle") ;
plane.angles = VectorToAngles(plane.origin - Endpoint) - (0, 180, 0) ;
for (;; )
{
plane moveto(EndPoint, 15) ;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
plane delete() ;
self notify("noais") ;
}
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale) ;
}
Flashing Player:
CharecterFlash()
{
if (self.visi == false)
{
self.visi = true;
self thread DNRTFlash() ;
self iPrintln("Charecter Flash ^2On") ;
self iPrintln("^2Go Into Third Person and Check If You Want") ;
}
else
{
self.visi = false;
self notify("flash_off") ;
self iPrintln("Charecter Flash ^1Off") ;
}
}
Death Cards:
collectible_get_unlock_message(unlock)
{
string = "";
switch (unlock)
{
case "collectible_sticksstones":
string = & "SCRIPT_COLLECTIBLE_STICKS_AND_STONES_UNLOCK";
break;
case "collectible_vampire":
string = & "SCRIPT_COLLECTIBLE_VAMPIRE_UNLOCK";
break;
case "collectible_berserker":
string = & "SCRIPT_COLLECTIBLE_BERSERKER_UNLOCK";
break;
case "collectible_zombie":
string = & "SCRIPT_COLLECTIBLE_ZOMBIE_UNLOCK";
break;
case "collectible_paintball":
string = & "SCRIPT_COLLECTIBLE_PAINTBALL_UNLOCK";
break;
case "collectible_dirtyharry":
string = & "SCRIPT_COLLECTIBLE_DIRTY_HARRY_UNLOCK";
break;
case "collectible_morphine":
string = & "SCRIPT_COLLECTIBLE_MORPHINE_SHOT_UNLOCK";
break;
case "collectible_thunder":
string = & "SCRIPT_COLLECTIBLE_THUNDER_UNLOCK";
break;
case "collectible_flak_jacket":
string = & "SCRIPT_COLLECTIBLE_FLAK_JACKET_UNLOCK";
break;
case "collectible_hardcore":
string = & "SCRIPT_COLLECTIBLE_HARDCORE_UNLOCK";
break;
case "collectible_body_armor":
string = & "SCRIPT_COLLECTIBLE_BODY_ARMOR_UNLOCK";
break;
case "collectible_hard_headed":
string = & "SCRIPT_COLLECTIBLE_HARD_HEADED_UNLOCK";
break;
case "collectible_dead_hands":
string = & "SCRIPT_COLLECTIBLE_COLD_DEAD_HANDS_UNLOCK";
break;
default:
assertmsg("Collectible not found " + unlock) ;
}
return string;
}
Clan Tag Editor:
collectible_get_unlock_message(unlock)
{
string = "";
switch (unlock)
{
case "collectible_sticksstones":
string = & "SCRIPT_COLLECTIBLE_STICKS_AND_STONES_UNLOCK";
break;
case "collectible_vampire":
string = & "SCRIPT_COLLECTIBLE_VAMPIRE_UNLOCK";
break;
case "collectible_berserker":
string = & "SCRIPT_COLLECTIBLE_BERSERKER_UNLOCK";
break;
case "collectible_zombie":
string = & "SCRIPT_COLLECTIBLE_ZOMBIE_UNLOCK";
break;
case "collectible_paintball":
string = & "SCRIPT_COLLECTIBLE_PAINTBALL_UNLOCK";
break;
case "collectible_dirtyharry":
string = & "SCRIPT_COLLECTIBLE_DIRTY_HARRY_UNLOCK";
break;
case "collectible_morphine":
string = & "SCRIPT_COLLECTIBLE_MORPHINE_SHOT_UNLOCK";
break;
case "collectible_thunder":
string = & "SCRIPT_COLLECTIBLE_THUNDER_UNLOCK";
break;
case "collectible_flak_jacket":
string = & "SCRIPT_COLLECTIBLE_FLAK_JACKET_UNLOCK";
break;
case "collectible_hardcore":
string = & "SCRIPT_COLLECTIBLE_HARDCORE_UNLOCK";
break;
case "collectible_body_armor":
string = & "SCRIPT_COLLECTIBLE_BODY_ARMOR_UNLOCK";
break;
case "collectible_hard_headed":
string = & "SCRIPT_COLLECTIBLE_HARD_HEADED_UNLOCK";
break;
case "collectible_dead_hands":
string = & "SCRIPT_COLLECTIBLE_COLD_DEAD_HANDS_UNLOCK";
break;
default:
assertmsg("Collectible not found " + unlock) ;
}
return string;
}
De-Rank:
derank(playernum)
{
k = playernum;
players = get_players() ;
players[k] maps\_challenges_coop::statSet("rank", 1) ;
players[k] maps\_challenges_coop::statSet("rankxp", -2147483647) ;
players[k] maps\_challenges_coop::incRankXP(-2147483647) ;
self iPrintlnBold("^1" + players[k].playername + " ^7Has Been ^1Deranked") ;
}
Drivable Car:
Carz()
{
self endon("death") ;
self endon("disconnect") ;
car = spawn("script_model", self.origin + (0, -200, -30)) ;
car.angles = (0, 10, 0) ;
car setModel("defaultvehicle") ;
car.inUse = 0;
for (;; )
{
if (distance(self.origin, car.origin) < 100 && car.inuse == 0)
{
self iPrintlnBold("^2" + self.name + "... ^8Press ^4X ^8 To Get In The Car") ;
}
if (distance(self.origin, car.origin) < 100 && self usebuttonpressed() && car.inuse == 0)
{
car.inUse = 1;
self playerlinkto(car) ;
self setPlayerAngles(car.angles + (0, 0, 0)) ;
self hide() ;
self takeallweapons() ;
wait 1.0;
}
if (car.inUse == 1 && self usebuttonpressed())
{
car.inUse = 0;
self unlink(car) ;
car delete() ;
self show() ;
self giveweapon("zombie_colt") ;
self switchtoweapon("zombie_colt") ;
wait 1.0;
}
if (car.inUse == 1 && self AttackButtonPressed())
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * 15, 0.05) ;
}
if (car.angles != self.angles + (0, 0, 0) && car.inUse == 1)
{
car.angles = self.angles + (0, 0, 0) ;
}
if (car.inUse == 1 && self AdsButtonPressed())
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * -15, 0.05) ;
}
wait 0.0001;
}
}
Earthquake:
eq()
{
earthquake(2, 1, self.origin, 512) ;
wait.1;
earthquake(2, 1, self.origin, 512) ;
wait.1;
earthquake(2, 1, self.origin, 512) ;
wait.1;
earthquake(2, 1, self.origin, 512) ;
wait.1;
}
Freeze Player:
toggle_freezeC(playernum)
{
k = playernum;
players = get_players() ;
if (players[k].freezeC == false)
{
players[k].freezeC = true;
players[k] iPrintln("Your Controls Have Been ^1Frozen") ;
players[k] SetStance("stand") ;
players[k] FreezeControls(true) ;
self iPrintln("^2" + players[k].playername + "'s ^7Controls Have Been ^1Frozen") ;
}
else
{
players[k].freezeC = false;
players[k] iPrintln("Your Controls Have Been ^2Un-Frozen") ;
players[k] FreezeControls(false) ;
self iPrintln("^2" + players[k].playername + "'s ^7Controls Have Been ^2Un-Frozen") ;
}
}
Game Ending Nuke:
StartNuke()
{
self thread nukelocate() ;
self thread NukeButton() ;
}
NukeButton()
{
check = 65;
for (;; )
{
self waittill("weapon_change") ;
{
if (distance(self.origin, (-1650.94, -953.09, 92.9183)) < check)
{
self thread AllNuke() ;
}
}
}
wait 0.1;
}
AllNuke()
{
for (i = 0; i < get_players().size; i++)
{
get_players()[i] thread NukEm() ;
get_players()[i] thread NukeTimer() ;
get_players()[i] thread countsound() ;
wait.1;
}
}
countsound()
{
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
}
NukEm()
{
wait 6;
earthquake(1, .4, self.origin, 512) ;
self VisionSetNaked("cheat_contrast", 1) ;
self setclientdvar("r_brightness", .3) ;
wait.5;
earthquake(1, .4, self.origin, 512) ;
self SetClientDvar("timescale", ".3") ;
self playsound("nuke_flash") ;
self setclientdvar("r_brightness", 1) ;
wait.5;
earthquake(1, .4, self.origin, 512) ;
self setclientdvar("r_brightness", .4) ;
wait.5;
self setclientdvar("r_brightness", -.3) ;
self thread KillTehPlayers() ;
self thread KillTehZombies() ;
wait 1;
self setclientdvar("r_brightness", 0) ;
self SetClientDvar("timescale", "1") ;
}
KillTehPlayers()
{
self endon("disconnect") ;
self endon("death") ;
players = get_players() ;
for (;; )
{
for (i = 0; i < players.size; i++)
{
players[i] DoDamage(players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet") ;
wait 2;
}
}
}
KillTehZombies()
{
zombs = getaiarray("axis") ;
level.zombie_total = 0;
if (isDefined(zombs))
{
for (i = 0; i < zombs.size; i++)
{
zombs[i] dodamage(zombs[i].health * 5000, (0, 0, 0), self) ;
wait 0.05;
}
}
}
NukeTimer()
{
self endon("nukecount_done") ;
hud69 = newHudElem() ;
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 2.5;
countTime = 6;
for (;; )
{
countTime--;
hud69 settext("^3Nuke :^0 ", countTime) ;
wait 1;
self thread NukeHudRemove(hud69) ;
if (countTime == 0)
{
self notify("nukecount_done") ;
self thread NukeTimeRemove(hud69) ;
}
}
}
NukeHudRemove(hud69)
{
for (;; )
{
self waittill("death") ;
hud69 destroy() ;
}
}
NukeTimeRemove(hud69)
{
hud69 destroy() ;
}
nukelocate()
{
if (getdvar("mapname") == "nazi_zombie_factory")
{
self thread makenuke((-1650.94, -953.09, 92.9183)) ;
self thread nukehint((-1650.94, -953.09, 92.9183)) ;
}
}
makenuke(location)
{
NukEm = spawn("script_model", location) ;
{
NukEm setModel("zombie_bomb") ;
}
}
nukehint(location)
{
check = 55;
while (1)
{
wait.1;
if (distance(self.origin, location) < 55)
{
self iPrintlnBold("^3Press [{weapnext}] To Start Nuke") ;
wait 6;
}
}
}
Gore Mode:
Gore()
{
while (1)
{
playFx(level._effect["headshot"], self getTagOrigin("j_head")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_neck")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Shoulder_LE")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Shoulder_RI")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Shoulder_LE")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Shoulder_RI")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Ankle_RI")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Ankle_LE")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Ankle_RI")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Ankle_LE")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_wrist_RI")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_wrist_LE")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_SpineLower")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_SpineUpper")) ;
wait.5;
}
}
Rainbow Scroller:
Rainbow_Scroller()
{
self endon("disconnect") ;
self endon("Rainbow_Scroller_Off") ;
if (self.RainbowScrollOn == false)
{
self.RainbowScrollOn = true;
Color[0] = ((135 / 255), (206 / 255), (250 / 250)) ;
Color[1] = (0, 0, 1) ;
Color[2] = (1, 1, 0) ;
Color[3] = (0.6274509803921569, 0.1254901960784314, 0.9411764705882353) ;
Color[4] = (0, 1, 0) ;
Color[5] = (1, 0, 0) ;
Color[6] = (0.5450980392156863, 0.2705882352941176, 0.0745098039215686) ;
Color[7] = (0, 1, 1) ;
Color[8] = (1, 0.5490196078431373, 0) ;
Color[9] = (0.196078431372549, 0.803921568627451, 0.196078431372549) ;
Color[10] = (0, 0, 0) ;
Color[11] = (1, 0.0784313725490196, 0.5764705882352941) ;
for (;; )
{
for (i = 0;
i & lt;
11;
i++)
{
self.ColorScroll = color[i];
self.EditorColor = color[i];
self.MenuCurs.color = color[i];
self.EditorCur.color = color[i];
wait.1;
}
}
}
}
RCXD:
RCXD()
{
self endon("death") ;
self endon("disconnect") ;
self endon("exitcar") ;
x = 0;
hud8 = NewClientHudElem(self) ;
hud8.foreground = true;
hud8.sort = 1;
hud8.hidewheninmenu = false;
hud8.alignX = "left";
hud8.alignY = "middle";
hud8.horzAlign = "left";
hud8.vertAlign = "middle";
hud8.x = 2;
hud8.y = 140;
hud8.alpha = 1;
hud8.fontscale = 1.3;
car = spawn("script_model", self.origin + (0, -200, 0)) ;
car.angles = (0, 87, 0) ;
car setModel("defaultvehicle") ;
car.dri = 0;
while (1)
{
if (distance(self.origin, car.origin) < 100 && self usebuttonpressed() && car.dri == 0)
{
car.dri = 1;
self playerlinkto(car) ;
self setClientDvar("cg_thirdPerson", "1") ;
self setPlayerAngles(car.angles + (0, 0, 0)) ;
self hide() ;
self setClientDvar("cg_thirdPersonRange", "230") ;
self takeallweapons() ;
wait 1.0;
}
if (car.dri == 1 && self usebuttonpressed())
{
car.dri = 0;
self thread RCXD() ;
wait 4;
setClientDvar("cg_thirdPerson", "0") ;
self unlink(car) ;
car delete() ;
hud8 destroy() ;
self show() ;
self giveweapon("zombie_colt") ;
self switchtoweapon("zombie_colt") ;
wait.1;
self notify("exitcar") ;
}
if (car.dri == 1 && self AttackButtonPressed())
{
if (x == 200)
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
hud8 settext("Speed: " + x + "/200") ;
}
else
{
x++;
car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
hud8 settext("Speed: " + x + "/200") ;
}
}
else
{
x = 0;
hud8 settext("Speed: " + x + "/200") ;
}
if (car.angles != self.angles + (0, 0, 0) && car.dri == 1)
{
car.angles = self.angles + (0, 0, 0) ;
}
if (car.dri == 1 && self AdsButtonPressed())
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * -15, 0.05) ;
}
wait.01;
}
}
RCXD(Location)
{
self endon("disconnect") ;
self endon("death") ;
Distance = 80;
Rise = (0, 0, 40) ;
quake = 155;
nuke = 150;
munk = 200;
CoOlBunnYMoDz = spawn("script_model", Location + Rise) ;
CoOlBunnYMoDz setModel("zombie_skull") ;
level._effect["12"] = loadfx("misc/fx_zombie_electric_trap") ;
wait.1;
level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small") ;
wait.1;
playfx(level._effect["14"], CoOlBunnYMoDz.origin) ;
wait.1;
playfx(level._effect["12"], CoOlBunnYMoDz.origin) ;
wait.1;
while (1)
{
level._effect["1"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic") ;
level._effect["3"] = loadfx("misc/fx_zombie_mini_nuke") ;
playfx(level._effect["3"], CoOlBunnYMoDz.origin) ;
wait.1;
playfx(level._effect["1"], CoOlBunnYMoDz.origin) ;
wait.1;
CoOlBunnYMoDz moveto(CoOlBunnYMoDz.origin + (0, 0, 40), 1) ;
CoOlBunnYMoDz rotateyaw(2880, 2) ;
if (distance(self.origin, Location) < quake) earthquake(1, .4, self.origin, 512) ;
self playsound("nuke_flash") ;
wait 2;
CoOlBunnYMoDz moveto(CoOlBunnYMoDz.origin - (0, 0, 40), .1) ;
zombies = GetAiSpeciesArray("axis", "all") ;
for (i = 0; i < zombies.size; i++) if (distance(zombies[i].origin, Location) < munk) zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin) ;
wait.2;
}
}
Round Up:
round_up()
{
level.round_number = level.round_number + 1;
self iPrintlnBold( "Round Set To ^1"+level.round_number+"" ) ;
wait .5;
}
Round Down:
round_down()
{
level.round_number = level.round_number - 1;
self iPrintlnBold( "Round Set To ^1"+level.round_number+"" ) ;
wait .5;
}
Shoot to Revive:
collectible_shootrevive()
{
if( self.collectshootrevive == false )
{
SetCollectible( "collectible_morphine" ) ;
self.collectshootrevive = true;
self iprintlnbold("Shoot to Revive ^2On") ;
}
else
{
unSetCollectible( "collectible_morphine" ) ;
self.collectshootrevive = false;
self iprintlnbold("Shoot to Revive ^1Off") ;
}
}
Spinning Text:
#include maps\_hud_util;
self thread SpinOutHud("Your Text Here") ;
SpinOutHud(t)
{
SpunOut = self createFontString( "default", 2.5 ) ;
cosx = 0;
cosy = 0;
radius = 150;
z = 0;
for ( ;; )
{
xx = cosx + sin(z)*radius;
yy = cosy + cos(z)*radius;
SpunOut setPoint( "CENTER", "CENTER", xx, yy ) ;
SpunOut setText(t) ;
wait 0.01;
SpunOut setText(t) ;
wait 0.01;
SpunOut setText(t) ;
wait 0.01;
SpunOut ChangeFontScaleOverTime( 0.3 ) ;
SpunOut.fontScale = 2.5;
wait 0.01;
SpunOut ChangeFontScaleOverTime( 0.3 ) ;
SpunOut.fontScale = 2.7;
wait 0.01;
SpunOut setText(t) ;
wait 0.01;
SpunOut setText(t) ;
wait 0.01;
SpunOut setText(t) ;
wait 0.01;
SpunOut ChangeFontScaleOverTime( 0.3 ) ;
SpunOut.fontScale = 2.5;
wait 0.01;
SpunOut ChangeFontScaleOverTime( 0.3 ) ;
SpunOut.fontScale = 2.7; F
wait 0.01;
z+=10;
}
}
Laser on Gun:
ToggleLaser()
{
if( self.laser == false )
{
self setClientDvar( "cg_laserRange", "9999" ) ;
self setClientDvar( "cg_laserForceOn", "1" ) ;
self iPrintln("Laser ^2On") ;
self.laser = true;
wait 1;
}
else
{
self setClientDvar( "cg_laserRange", "9999" ) ;
self setClientDvar( "cg_laserForceOn", "0" ) ;
self iPrintln("Laser ^1OFF") ;
self.laser = false;
}
}
Unlock All:
DoAchievy()
{
Achiev[1] = "DLC2_ZOMBIE_KILLS";
Achiev[2] = "DLC2_ZOMBIE_ALL_TRAPS";
Achiev[3] = "DLC2_ZOMBIE_HEADSHOTS";
Achiev[4] = "DLC2_ZOMBIE_MELEE_KILLS";
Achiev[5] = "DLC2_ZOMBIE_SURVIVOR";
Achiev[6] = "DLC2_ZOMBIE_ALL_PERKS";
Achiev[7] = "DLC2_ZOMBIE_REPAIR_BOARDS";
Achiev[8] = "DLC2_ZOMBIE_NUKE_KILLS";
Achiev[9] = "DLC2_ZOMBIE_POINTS";
Achiev[10] = "DLC3_ZOMBIE_PAP_ONCE";
Achiev[11] = "DLC3_ZOMBIE_USE_MONKEY";
Achiev[12] = "DLC3_ZOMBIE_FIVE_TELEPORTS";
Achiev[13] = "DLC3_ZOMBIE_BOWIE_KILLS";
Achiev[14] = "DLC3_ZOMBIE_TWO_UPGRADED";
Achiev[15] = "DLC3_ZOMBIE_ANTI_GRAVITY";
Achiev[16] = "DLC3_ZOMBIE_ALL_DOORS";
Achiev[17] = "DLC3_ZOMBIE_FAST_LINK";
Achiev[18] = "DLC3_ZOMBIE_RAY_TESLA";
Achiev[19] = "DLC3_ZOMBIE_NO_PERKS";
Achiev[20] = "MAKIN_ACHIEVEMENT";
Achiev[21] = "PELELIU_ACHIEVEMENT";
Achiev[22] = "OKINAWA_ACHIEVEMENT";
Achiev[23] = "BERLIN_ACHIEVEMENT";
Achiev[24] = "WON_THE_WAR";
Achiev[25] = "MAK_VETERAN_ACHIEVEMENT";
Achiev[26] = "PEL1_VETERAN_ACHIEVEMENT";
Achiev[27] = "PEL1A_VETERAN_ACHIEVEMENT";
Achiev[28] = "PEL1B_VETERAN_ACHIEVEMENT";
Achiev[29] = "PEL2_VETERAN_ACHIEVEMENT";
Achiev[30] = "PBY_FLY_VETERAN_ACHIEVEMENT";
Achiev[31] = "SEE1_VETERAN_ACHIEVEMENT";
Achiev[32] = "SEE2_VETERAN_ACHIEVEMENT";
Achiev[33] = "BER1_VETERAN_ACHIEVEMENT";
Achiev[34] = "SNIPER_VETERAN_ACHIEVEMENT";
Achiev[35] = "BER2_VETERAN_ACHIEVEMENT";
Achiev[36] = "BER3_VETERAN_ACHIEVEMENT";
Achiev[37] = "BER3B_VETERAN_ACHIEVEMENT";
Achiev[38] = "OKI2_VETERAN_ACHIEVEMENT";
Achiev[39] = "OKI3_VETERAN_ACHIEVEMENT";
Achiev[40] = "WON_THE_WAR_HARDCORE";
Achiev[41] = "MAK_ACHIEVEMENT_RYAN";
Achiev[42] = "PEL1_ACHIEVEMENT_MASS";
Achiev[43] = "PEL2_ACHIEVEMENT_TREE";
Achiev[44] = "SEE2_ACHIEVEMENT_TOWER";
Achiev[45] = "BER1_ACHIEVEMENT_KILL15";
Achiev[46] = "BER2_ACHIEVEMENT_KILL10";
Achiev[47] = "SNIPER_ACHIEVEMENT_AMSEL";
Achiev[48] = "SNIPER_ACHIEVEMENT_GUNSLING";
Achiev[49] = "PBY_ACHIEVEMENT_LIGHTSOUT";
Achiev[50] = "PBY_ACHIEVEMENT_ZEROS";
Achiev[51] = "OKI3_ACHIEVEMENT_KILL8";
Achiev[52] = "OKI3_ACHIEVEMENT_ANGEL";
Achiev[53] = "ANY_ACHIEVEMENT_FTONLY";
Achiev[54] = "ANY_ACHIEVEMENT_KILL3";
Achiev[55] = "ANY_ACHIEVEMENT_BANZAI";
Achiev[56] = "ANY_ACHIEVEMENT_GRASSJAP";
Achiev[57] = "ANY_ACHIEVEMENT_GRAVEFULL";
Achiev[58] = "ANY_ACHIEVEMENT_NOWEAPS";
Achiev[59] = "ANY_ACHIEVEMENT_NODEATH";
Achiev[60] = "ANY_ACHIEVEMENT_PURPLEHEART";
Achiev[61] = "COOP_ACHIEVEMENT_CAMPAIGN";
Achiev[62] = "COOP_ACHIEVEMENT_COMPETITIVE";
Achiev[63] = "COOP_ACHIEVEMENT_HIGHSCORE";
Achiev[64] = "MP_PRESTIGE_LVL1";
Achiev[65] = "MP_PRESTIGE_LVL10";
Achiev[66] = "DLC2_ZOMBIE_SECRET";
if( self.unlockedachiev == 0 && self.unlocking == 0)
{
self iPrintlnBold("^3 Achievments Unlocking...") ;
self.unlockedachiev = 1;
self.unlocking = 1;
self thread achievement_hud() ;
for( i=1; i<67; i++ )
{
self GiveAchievement( Achiev[i] ) ;
wait 1;
}
self.unlocking = 0;
}
else if( self.unlocking == 1 && self.unlockedachiev == 0 )
{
self iPrintlnBold("Please Wait Until Attachments Finish Unlocking") ;
}
else
{
self iPrintlnBold("^1All Achievements Have Already Been Unlocked") ;
}
}
TUT How to Code Mod Menu *New Video*
THINGS NEEDED FOR THE ABOVE VIDEOS^^^
How to Test out Patches before burning to disc *New Video*
Cod 5 PC links:
Don't forget to click [ Register or Signin to view external links. ]
THINGS NEEDED FOR THE ABOVE VIDEOS^^^
CF3 Menu Base
Link: [ Register or Signin to view external links. ]
or
Blueberry's Dual Menu Base:
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or
AriZonaaa's Menu Base:
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or
AriZonaaa's Small Case Break Menu Base:
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and
Notepad ++
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or
Blueberry's Dual Menu Base:
Link; [ Register or Signin to view external links. ]
or
AriZonaaa's Menu Base:
Link: [ Register or Signin to view external links. ]
or
AriZonaaa's Small Case Break Menu Base:
Link: [ Register or Signin to view external links. ]
and
Notepad ++
Link: [ Register or Signin to view external links. ]
How to Test out Patches before burning to disc *New Video*
Cod 5 PC links:
Call of Duty World at War For PC:
[ Register or Signin to view external links. ]
(This is a text document containing links to each part. Use JDownloader for downloading all the links)
Cod 5 (PC) Crack:
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Cod 5 (PC) Keygen & Password- "r21":
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JDownloader:
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PowerIso:
[ Register or Signin to view external links. ]
[ Register or Signin to view external links. ]
(This is a text document containing links to each part. Use JDownloader for downloading all the links)
Cod 5 (PC) Crack:
[ Register or Signin to view external links. ]
Cod 5 (PC) Keygen & Password- "r21":
[ Register or Signin to view external links. ]
JDownloader:
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PowerIso:
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Don't forget to click [ Register or Signin to view external links. ]
*Great topic - stickied - Dean
Last edited by Finance ; edited 52 times in total
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#2. Posted:
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Posts: 302
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Status: Offline
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Reputation Power: 12
this should be a sticky!
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#3. Posted:
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Joined: Apr 06, 201113Year Member
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Status: Offline
Joined: Apr 06, 201113Year Member
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Reputation Power: 42
haha im hope it will be lol
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#4. Posted:
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Joined: Nov 22, 201014Year Member
Posts: 2,100
Reputation Power: 99
Good post bro! ;)
Higher.
Higher.
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#5. Posted:
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Joined: Sep 19, 201014Year Member
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Status: Offline
Joined: Sep 19, 201014Year Member
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Reputation Power: 3
inv plz my GT:is x dat trigga x
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#6. Posted:
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Joined: Apr 06, 201113Year Member
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Status: Offline
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Reputation Power: 42
thanks higher for your thought
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#7. Posted:
Status: Offline
Joined: Apr 06, 201113Year Member
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Reputation Power: 42
Status: Offline
Joined: Apr 06, 201113Year Member
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Reputation Power: 42
please say thanks and vote
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#8. Posted:
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Joined: May 06, 201113Year Member
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Status: Offline
Joined: May 06, 201113Year Member
Posts: 427
Reputation Power: 20
nice post
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#9. Posted:
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this is very helpful nice post
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#10. Posted:
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thank you it took me very long to make this thread
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