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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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  • TTG Senior
Status: Offline
Joined: Apr 06, 201113Year Member
Posts: 1,008
Reputation Power: 42
Status: Offline
Joined: Apr 06, 201113Year Member
Posts: 1,008
Reputation Power: 42
Stickied By TTG-Deano
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-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:
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") ;
   }
 
}



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*Great topic - stickied - Dean


Last edited by Finance ; edited 52 times in total

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#2. Posted:
-Laptop-
  • Ladder Climber
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Joined: Aug 01, 201113Year Member
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Status: Offline
Joined: Aug 01, 201113Year Member
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this should be a sticky!
#3. Posted:
Finance
  • TTG Senior
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Status: Offline
Joined: Apr 06, 201113Year Member
Posts: 1,008
Reputation Power: 42
haha im hope it will be lol
#4. Posted:
LAD
  • TTG Addict
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Joined: Nov 22, 201014Year Member
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Status: Offline
Joined: Nov 22, 201014Year Member
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Good post bro! ;)

Higher.
#5. Posted:
TheDatTrigga
  • Junior Member
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Status: Offline
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inv plz my GT:is x dat trigga x
#6. Posted:
Finance
  • TTG Senior
Status: Offline
Joined: Apr 06, 201113Year Member
Posts: 1,008
Reputation Power: 42
Status: Offline
Joined: Apr 06, 201113Year Member
Posts: 1,008
Reputation Power: 42
thanks higher for your thought
#7. Posted:
Finance
  • TTG Senior
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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please say thanks and vote
#8. Posted:
badd-sipent
  • Powerhouse
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nice post
#9. Posted:
TTG_Limitless
  • TTG Senior
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this is very helpful nice post
#10. Posted:
Finance
  • TTG Senior
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Joined: Apr 06, 201113Year Member
Posts: 1,008
Reputation Power: 42
Status: Offline
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thank you it took me very long to make this thread
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