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All To Know About Mod Menus
Posted:
All To Know About Mod MenusPosted:
Status: Offline
Joined: Dec 08, 201014Year Member
Posts: 646
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Status: Offline
Joined: Dec 08, 201014Year Member
Posts: 646
Reputation Power: 29
Hello Today I Am Going To Go Through A Topic What Explains About Mod Menus And How To Use Them
All About R2R Ranks:
Most Popular Mod Menus:
How To Use Most Mod Menus:
How To Make A Mod Menu (Jtag Members Only):
How To Setup A Lobbie With R2R2R (V.I.P) And Above:
Ultimate Set Of Dvars (Not Mine Saves You Going To The Other Post And Changing Topic Every Second):
Patch_mp.ff Downloads:
Brand New Dvar List With Explanations:
0.1: Getting started
Downloads
0.2 - 0.5: Scripts
God mode
Infinite ammo
Unlock all
Setting stats
Giving killstreaks
Text
Teleport
Set model
Activate mods on occasions
Map restart
Freeze player
Allow players to do actions
Give weapons
0.6: Dvar usage
Types of Dvars
Descriptions
0.7: Dvar dump
Links
0.8 - 0.9: CFG/CFG Scripting
Commands
Settings Dvars
Toggling Dvars
Binding
1.0: Wrap-up
Final words
0.2 - 0.5: Scripts
God Mode
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
Unlimited Ammo
There are multiple ways to do unlimited ammo in COD4, one of those ways is by dvars, see fig 0.1 for reference. The second way is with script, see fig 0.2 for reference.
Figure overview:
0.1: Unlimited Ammo Dvar
0.2: Unlimited Ammo Script
Fig 0.1
self setClientDvar( "player_sustainAmmo", "1" );
Fig 0.2
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
Unlock all
UnlockEverything()
{
self endon( "death" );
ProcessBar = createPrimaryProgressBar();
ProcessBarText = createPrimaryProgressBarText();
ProcessBarText setText( "Unlocking Challenges..." );
chal = ""; camo = ""; attach = ""; camogold = strtok( "dragunov|ak47|uzi|m60e4|m1014", "|" );
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier" + i + ".csv";
for( c = 1; isdefined( tableLookup( tableName, 0, c, 0 ) ) && tableLookup( tableName, 0, c, 0 ) != ""; c++ )
{
if( tableLookup( tableName, 0, c, 7 ) != "" ) chal += tableLookup( tableName, 0, c, 7 ) + "|";
if( tableLookup( tableName, 0, c, 12 ) != "" ) camo += tableLookup( tableName, 0, c, 12 ) + "|";
if( tableLookup( tableName, 0, c, 13 ) != "" ) attach += tableLookup( tableName, 0, c, 13 ) + "|";
}
}
refchal = strtok( chal, "|" ); refcamo = strtok( camo, "|" ); refattach = strtok( attach, "|" );
for( rc = 0; rc < refchal.size; rc++ )
{
self setStat( level.challengeInfo[refchal[ rc ]]["stateid"], 255 );
self setStat( level.challengeInfo[refchal[ rc ]]["statid"], level.challengeInfo[refchal[ rc ]]["maxval"] );
Process = ceil( ( ( rc / refchal.size ) * 100 ) );
ProcessBar updateBar( Process / 100 );
wait ( 0.05 );
}
ProcessBarText setText( "Unlocking Attachments.." );
for( at = 0; at < refattach.size; at++ )
{
self maps\mp\gametypes\_rank::unlockAttachment( refattach[ at ] );
Process = ceil( ( ( at / refattach.size ) * 100 ) );
ProcessBar updateBar( Process / 100 );
wait( 0.05 );
}
ProcessBarText setText( "Unlocking Camos." );
for( ca = 0; ca < refcamo.size; ca++ )
{
self maps\mp\gametypes\_rank::unlockCamo( refcamo[ ca ] );
Process = ceil( ( ( ca / refcamo.size ) * 100 ) );
ProcessBar updateBar( Process / 100 );
wait( 0.05 );
}
for( g = 0; g < camogold.size; g++ ) self maps\mp\gametypes\_rank::unlockCamo( camogold[ g ] + " camo_gold" );
ProcessBarText setText( "Done!" );
wait ( 1 );
self setClientDvar( "player_unlock_page", "3" );
ProcessBar destroyElem();
ProcessBarText destroy();
}
Unlocking gold camo's
Usage:
maps\mp\gametypes\_rank::unlockCamo( <camoname> );
All camo codes:
maps\mp\gametypes\_rank::unlockCamo( "dragunov camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "ak47 camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "uzi camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "m60e4 camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "m1014 camo_gold" );
Setting Stats
Setting your stats allows you to: change your rank, leaderboards, prestige, custom classes, etc. Usage is found in Fig 1.1, and a example of usage is found in Fig 1.2 and in Fig 1.3 it shows multiple statSets which may be useful for reference. There is also an alternative to setting stats using numbers that match the ID of the stat that you wish to mod, usage is in Fig 1.4.
Figure overview:
1.1: statSet Usage
1.2: statSet Example
1.3: statSet's
1.4: self statSet's Using Number ID's
Fig 1.1:
self maps\mp\gametypes\_persistence::statSet( <type>, <value> );
Fig 1.2:
self maps\mp\gametypes\_persistence::statSet( "hits", 676574 );
Fig 1.3:
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self maps\mp\gametypes\_persistence::statSet( "rank", value );
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self maps\mp\gametypes\_persistence::statSet( "rank", value );
self maps\mp\gametypes\_persistence::statSet( "total_hits", value );
self maps\mp\gametypes\_persistence::statSet( "hits", value );
self maps\mp\gametypes\_persistence::statSet( "misses", value );
self maps\mp\gametypes\_persistence::statSet( "accuracy", value );
self maps\mp\gametypes\_persistence::statSet( "rankxp", value );
self maps\mp\gametypes\_persistence::statSet( "score", value );
self maps\mp\gametypes\_persistence::statSet( "kills", value );
self maps\mp\gametypes\_persistence::statSet( "deaths", value );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", value );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", value );
self maps\mp\gametypes\_persistence::statSet( "win_streak", value );
Fig 1.4
self statSet( "<value>", <value> );
Statset list:
Spoiler
Give killstreaks
There are only 3 killstreaks in COD4 and giving them is relatively easy, but killstreaks do not stack on COD4 which is quite sad, anyways, see Fig 2.1 for usage and Fig 2.2 for all killstreak codes.
Figure overview:
2.1: Killstreak Usage
2.2: Kilstreaks + Killstreak usage example
Fig 2.1:
maps\mp\gametypes\_hardpoints::giveHardpointItem( <killstreak> );
Fig 2.2:
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
Text
There are many ways to write text on screen, to display text at the bottom-right see Fig 3.1 for usage. There is also another way of displaying text at the bottom left, this also shows your name and is visible to everyone it is called say and is used on the PC version of the game, but is accessible on the console version see Fig 3.2 for usage. For text at the top of the screen refer to Fig 3.3. That's all for basic text on COD4.
Figure overview:
3.1: Bottom-Left Text
3.2: Say Text
3.3: Top-Middle Text
Color codes:
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Pink
^7 - White
^8 - Default map color
^9 - Grey or default map number
^0 - Black
Fig 3.1:
self iPrintln("Text");
Fig 3.2:
self sayall("text");
Fig 3.3:
self iPrintlnBold("Text");
Teleport
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
self waittill( "weapon_change" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
}
}
Set model
You can set your model, this changes the appearance of your player, you can do things like helicopters, objects, etc.. See Fig 4.1 for usage and Fig 4.2 for an example.
Figure overview:
4.1: setModel usage
4.2: setModel example
Fig 4.1:
self setModel( <modelname> );
Fig 4.2:
self setModel( "vehicle_mig29_desert" );
Invisibility
Almost all of the COD's have a invisibility command. This hides your player model so other players cannot see it, this can be turned on/off, refer to Fig 5.1 for turning invisibility on and Fig 5.2 for turning it off.
Figure overview:
5.1: Invisibility on
5.2: Invisibility off
Fig 5.1:
self hide();
Fig 5.2
self show();
Activate mods on occasions
The buttons are self explanatory so I am just going to post the codes and not explain them. There is no DPAD monitoring but there are ways to tell if a DPAD was pressed or not, anyways, in Fig 6.1 there are button codes and in Fig 6.2 there are button codes with notifies so you can use a waittill.
Figure overview:
6.1: On Buttons
6.2: On Buttons With Notfiy
6.3: On Stand
6.4: On Crouch
6.5: On Prone
6.6: On Certain GTs
Fig 6.1:
if( self UseButtonPressed())
if( self AttackButtonPressed())
if( self AdsButtonPressed())
if( self secondaryOffhandButtonPressed())
if( self FragButtonPressed())
if( self MeleeButtonPressed())
Fig 6.2
if( self UseButtonPressed()) self notify( "X" );
if( self AttackButtonPressed()) self notify( "RT" );
if( self AdsButtonPressed()) self notify( "LT" );
if( self secondaryOffhandButtonPressed()) self notify( "LB" );
if( self FragButtonPressed()) self notify( "RB" );
if( self MeleeButtonPressed()) self nofify( "RS" );
Fig 6.3:
if ( self GetStance() == "stand" )
{
}
Fig 6.4:
if ( self GetStance() == "crouch" )
{
}
Fig 6.5:
if ( self GetStance() == "prone" )
{
}
Fig 6.6:
if((self.name == "GT") || (self.name == level.hostname))
{
}
else
{
}
Map restart
map_restart(false);
Freeze players
player freezeControlsWrapper( <Boolean> );
Allow players to do actions
Figure overview:
7.1: Allow jumping <boolean>
7.2: Allow sprinting <boolean>
7.3: Allow aiming down sights <boolean>
7.4: Allow crouching <boolean>
7.5: Allow standing <boolean>
7.6: Allow movement <boolean>
Fig 7.1:
allowJump(<boolean>);
Fig 7.2
allowSprint(<boolean>);
Fig 7.3
allowADS(<boolean>);
Fig 7.4
allowCrouch(<boolean>);
Fig 7.5
allowStand(<boolean>);
Fig 7.6
player freezeControlsWrapper(<boolean>);
Give weapons
self GiveWeapon( <weaponname> );
Weapon list:
Spoiler
0.6: Dvar usage
Dvars are a set of values that control in-game functions (like run speed and jump height).
Getting dvars: Will use default value if DVAR is undeclared
Figure overview:
0.1: Get Dvar Value (Vector)
0.2: Get Dvar Value (Float)
0.3: Get Dvar Value (Int)
0.5: Get Dvar Value (Universal)
0.6: Match Dvars (temporary)
0.7: Client Dvars (sticky)
Fig 0.1:
getDvarVector( <DVAR>, <default> );
Fig 0.2:
getDvarFloat( <DVAR>, <default> );
Fig 0.3:
getDvarInt( <DVAR>, <default> );
Fig 0.4:
getDvar( <DVAR>, <default> );
Fig 0.5:
setDvar( <DVAR>, <value> );
Fig 0.6:
<player> setClientDvar( <DVAR>, <value> );
0.7: Dvar dumps
Dvar dumps are lists of MOST dvars, this does not include all dvars, there are much better ways of finding Dvars called memory dumps. There are many different lists of Dvars all around the internet, if a list is for blackops that means it's not limited to blackops, some dvars may be usable on CoD 4, even though it's not listed as a Dvar for CoD 4 but is listed for BO.
Links
I will provide you to a CoD 4 dvar dump, if you wish to look through other games dvar dumps find them yourself.
justpaste.it/dvarsantics
0.8 - 0.9: CFG/CFG Scripting
Commands
Spoiler
Setting Dvars
Figure overview:
Fig 0.1: set: Only works with dvars that already exist
Fig 0.2: seta: Can be used to set a new Dvar
Fig 0.3: setu: Sets a cvar so it shows up in dumpuser (its actually set user)
Fig 0.4: sets: Sets a cvar for a server
Fig 0.1:
set <dvar> <value>;
Fig 0.2:
seta <dvar> <value>;
Fig 0.3:
setu <dvar> <value>;
Fig 0.4:
sets <dvar> <value>;
Toggling Dvars
You can toggle dvars using the toggle command in CoD4, this command allows you to toggle values of a dvar you can add as many values as you want, the required amounts are 2 values, i'm not sure if there are limits.
Figure overview:
Fig 1.1: Usage
Fig 1.2: Example usage
Fig 1.1:
<bind> toggle <dvar> <value> <value>
Fig 1.2:
bind BUTTON_BACK toggle jump_height 900 10
Binding
Binding allows you to... well BIND buttons, in other words lets you tie commands to buttons, for example: Pressing RT would let you shoot.. That's a bind.
Figure overview:
Fig 2.1: Usage
Fig 2.2: Example usage
Fig 2.1:
bind <button> <code/command> <value>
Fig 2.2:
bind BUTTON_RTRIG +attack
This Will Be Updated Lots And Become Better -iTz iSC0P3Zzx I Worked Hard On This
Last edited by ElliottsGFX ; edited 8 times in total
All About R2R Ranks:
R2R = Free Menu
R2R2R = V.I.P (Host Own Lobbies) Most Likely Costs $3
R2R2R2R = Pimp (Host Own V.I.P Lobbies) Most Likely $10+
R2R2R2R2R = Owner (Host PIMP And Host Anything From PIMP To Free)
R2R2R = V.I.P (Host Own Lobbies) Most Likely Costs $3
R2R2R2R = Pimp (Host Own V.I.P Lobbies) Most Likely $10+
R2R2R2R2R = Owner (Host PIMP And Host Anything From PIMP To Free)
Most Popular Mod Menus:
Well Starting At Number 1 Is iCHEEEEEEEEEted Mod Menu Its A Mod Menu All About Hosting Instant 10th Unlock All Instant De-Rank Or 11Th Lobbies
Next Is Dimebag & Darrel Its An Amazing Mod Menu Were You Can Mess With The Leader Boards And Have Lots Of Fun!
And Last Cows Mod Menu I Havent Had This Mod Menu But I Think Its A Good Mod Menu Because A Post Will Be Jam Packed Full Of Comments Saying Invite With Their Gamertag!
Next Is Dimebag & Darrel Its An Amazing Mod Menu Were You Can Mess With The Leader Boards And Have Lots Of Fun!
And Last Cows Mod Menu I Havent Had This Mod Menu But I Think Its A Good Mod Menu Because A Post Will Be Jam Packed Full Of Comments Saying Invite With Their Gamertag!
How To Use Most Mod Menus:
Step 1: Is Opening The Mod Menu You Must Be On A Private Match To Do This And All You Do Is Walk Back And Press Back On Your Controller
Step 2:How To Scroll Through The Menu Well Its Very Simple To Do Is Just Click Up And Down On Your D-Pad
Step 3:How To Select A Part Of The Menu Well This Is Another Simple Task After You Have Found What You Want To Select Just Simply Click X OR A And It Will Select
Step 4 Closing The Menu Multipul Times Click Up On The D-Pad
Step 2:How To Scroll Through The Menu Well Its Very Simple To Do Is Just Click Up And Down On Your D-Pad
Step 3:How To Select A Part Of The Menu Well This Is Another Simple Task After You Have Found What You Want To Select Just Simply Click X OR A And It Will Select
Step 4 Closing The Menu Multipul Times Click Up On The D-Pad
How To Make A Mod Menu (Jtag Members Only):
Step 1: Go To Downloads/id=779/ff-viewer.html#details And Download .FF Viewer
Step 2: Import A patch_mp.ff And Edit Everything On It To Your Name Or You Could Make A Custom Patch This Is Quite Hard
Step 3: Putting Patch_mp.ff Onto The JTAG Put The Patch On The Usb And Plug It Into Your JTAG And Import It To Xexon Menu 1.1 Or What Ever Version You Have Then Load Patch_mp.ff And Call Of Duty 4 Will Open And Then Go In Private Match Infect Yourself And You Can Host
Step 2: Import A patch_mp.ff And Edit Everything On It To Your Name Or You Could Make A Custom Patch This Is Quite Hard
Step 3: Putting Patch_mp.ff Onto The JTAG Put The Patch On The Usb And Plug It Into Your JTAG And Import It To Xexon Menu 1.1 Or What Ever Version You Have Then Load Patch_mp.ff And Call Of Duty 4 Will Open And Then Go In Private Match Infect Yourself And You Can Host
How To Setup A Lobbie With R2R2R (V.I.P) And Above:
Step 1. Scroll Over To A Part Of The Menu What Says Give Handler
Step 2. The Game Will End And Go Checkerd Map On Private Match
Step 3. Let Sombody Get Part 1 By Backing Out Going To Splitscreen Starting It , It Will Crash 3/4 Of The Way Then Let Them Join Back
Step 4. Do Not Start The Game On Checkerd Map Or You Will Lose Your Menu Change The Gametype To Free For All And The Map To Afghan And Start The Game
Step 5. Go Back To The Part You Found Give Handler Or Part 1 And Click Give Infection And It Will Give Some Instructions Then Say Starting Infection...
Step 2. The Game Will End And Go Checkerd Map On Private Match
Step 3. Let Sombody Get Part 1 By Backing Out Going To Splitscreen Starting It , It Will Crash 3/4 Of The Way Then Let Them Join Back
Step 4. Do Not Start The Game On Checkerd Map Or You Will Lose Your Menu Change The Gametype To Free For All And The Map To Afghan And Start The Game
Step 5. Go Back To The Part You Found Give Handler Or Part 1 And Click Give Infection And It Will Give Some Instructions Then Say Starting Infection...
Ultimate Set Of Dvars (Not Mine Saves You Going To The Other Post And Changing Topic Every Second):
PERKS Tier 1
self setClientDvar( "perk_bulletDamage", "" ); //Stopping Power -999bad
self setClientDvar( "perk_armorVest", "" ); //Jugga 999bad
self setClientDvar( "perk_weapRateMultiplier", "" ); //Double Tap 0.001good
self setClientDvar( "perk_weapReloadMultiplier", "" ); //Sleight of Hand 0.001good
self setClientDvar( "perk_explosiveDamage", "" ); //Sonic boom -999bad
PERKS Tier 2
self setClientDvar( "perk_bulletPenetrationMultiplier", "" ); //Deep Impact 999good
self setClientDvar( "perk_extraBreath", "" ); //Iron Lungs 999good
self setClientDvar( "perk_sprintMultiplier", "" ); //Extreme Conditioning 999good
self setClientDvar( "perk_weapSpreadMultiplier", "" ); //Steady Aim 0.001good
self setClientDvar( "perk_parabolicradis", "" ); //Increase eavesdrop 1000good
self setClientDvar( "perk_grenadeDeath", "" ); //Martydom rpg_mpgood deserteaglegold_mpbad
CLASS Colours
To get the colored classes to change you need to switch your button layout to "default" then flash your night vision (DPAD UP).
self setClientDvar( "customclass1", "^1Custom Class 1" );
self setClientDvar( "customclass2", "^2Custom Class 2" );
self setClientDvar( "customclass3", "^3Custom Class 3" );
self setClientDvar( "customclass4", "^4Custom Class 4" );
self setClientDvar( "customclass5", "^6Custom Class 5" );
PING BAR
self setClientDvar( "cg_scoreboardPingText", "1" );
self setClientDvar( "cg_ScoresPing_MaxBars", "9");
self setClientDvar( "cg_ScoresPing_Interval", "40");
self setClientDvar("cg_ScoresPing_LowColor", "0 0.68 1 1");
self setClientDvar("cg_ScoresPing_HighColor", "0 0 1 1");
Aimbot
self setClientDvar( "aim_automelee_range", "255" );
self setClientDvar( "aim_automelee_region_height", "480" );
self setClientDvar( "aim_automelee_region_width", "640" );
self setClientDvar( "aim_autoaim_enabled" , 1 );
self setClientDvar( "aim_autoaim_lerp" , 100 );
self setClientDvar( "aim_autoaim_region_height" , 480 );
self setClientDvar( "aim_autoaim_region_width" , 640 );
self setClientDvar( "aim_autoAimRangeScale" , 2 );
self setClientDvar( "aim_lockon_debug" , 1 );
self setClientDvar( "aim_lockon_enabled" , 1 );
self setClientDvar( "aim_lockon_region_height" , 0 );
self setClientDvar( "aim_lockon_region_width" , 640 );
self setClientDvar( "aim_lockon_strength" , 1 );
self setClientDvar( "aim_lockon_deflection" , 0.05 );
self setClientDvar( "aim_input_graph_debug" , 0 );
self setClientDvar( "aim_input_graph_enabled" , 1 );
UAV ON
self setClientDvar( "cg_enemyNameFadeOut", "900000" ); //Show enemies names constantly
self setClientDvar( "cg_enemyNameFadeIn", "0" ); //same as above
self setClientDvar( "cg_drawThroughWalls", "1" ); //Show player names through walls
self setclientDvar( "compassSize", "1.5" ); //Increased map size
self setClientDvar( "compassEnemyFootstepEnabled", "1" ); //radar always on
self setClientDvar( "compass", "0" );
self setClientDvar( "compass_show_enemies", "1" ); //always show enemies
self setClientDvar( "scr_game_forceuav", "1" ); //radar always on
self setClientDvar( "compassEnemyFootstepEnabled", "1" );
self setClientDvar( "compassEnemyFootstepMaxRange", "99999" );
self setClientDvar( "compassEnemyFootstepMaxZ", "99999" );
self setClientDvar( "compassEnemyFootstepMinSpeed", "0" );
self setClientDvar( "compassRadarUpdateTime", "0.001" );
self setClientDvar( "compassFastRadarUpdateTime", "2" );
self setClientDvar( "cg_footsteps", "1" );
FPS Counter
self setClientDvar( "cg_drawFPS" , "Simple" );
self setClientDvar( "cg_drawFPSLabels" , "1" );
Force HOst
self setClientDvar( "party_iamhost", "1" );
self setClientDvar( "party_hostmigration", 0);
self setClientDvar( "party_connectToOthers", 0);
Online Game
setDvar("scr_forcerankedmatch" , 1 );
setDvar( "onlinegame" , "1" );
Low Ammo
self setClientDvar("lowAmmoWarningColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningColor2", "1 0 0 1");
self setClientDvar("lowAmmoWarningNoAmmoColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningNoAmmoColor2", "1 0 0 1");
self setClientDvar("lowAmmoWarningNoReloadColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningNoReloadColor2", "1 0 0 1");
Give Gun
self GiveWeapon( "deserteaglegold_mp" );
self GiveWeapon( "defaultweapon_mp" );
Shoot Bricks
precacheItem("brick_blaster_mp"); //Put this in init()
self giveWeapon("brick_blaster_mp"); //Put this in onPlayerSpawned()
Tracers
self setClientDvar( "cg_tracerSpeed", "0050" );
self setClientDvar( "cg_tracerwidth", "9" );
self setClientDvar( "cg_tracerlength", "999" );
Wallhack
self setClientDvar( "r_znear" , "35" );
Chrome
self setClientDvar("r_fullbright", 0);
self setClientDvar( "r_specularmap", 2);
Cartoon
self setClientDvar("r_fullbright", 1);
Flash/stuns no effect
self setClientDvar( "cg_drawShellshock" , "0" );
Laser
self setClientDvar( "cg_laserForceOn" , "1" );
Red GT in pregame
self setClientDvar( "cg_scoreboardMyColor", "0.8 0 0 1");
Auto m16
player_burstFireCooldown "0"
Edit map name/game type
self setClientDvar( "ui_mapname", "^5Free Noodel Dump");
self setClientDvar( "ui_gametype", "^1By:^2 Your Dads Ass" );
Shoot choppers down easy
self setClientDvar( "scr_heli_maxhealth", "1" );
self setClientDvar( "scr_heli_turret_engage_dist", "9999" );
self setClientDvar( "scr_heli_visual_range", "500" );
Unlimited chopper ammo
self setClientDvar( "scr_heli_targeting_delay", 0.0001 );
self setClientDvar( "scr_heli_turretClipSize", 9999 );
self setClientDvar( "scr_heli_turretReloadTime", 0.0001 );
Disable frags
self setClientDvar( "scr_weapon_allowfrags", 0 );
Time
setDvar("timescale", "0.5");
Fritcion
setDvar("friction", "0.1");
Unlimited ammo
setDvar("player_sustainAmmo", 1 );
Fall Damage
self setClientdvar( "bg_fallDamageMinHeight", "9999" );
self setclientdvar( "bg_fallDamageMinHeight", "9998" );
self setclientdvar( "jump_height", "999" );
Xp
self setClientDvar( "scr_dm_score_deatht", 50000 );//Neg -
self setClientDvar( "scr_game_suicidepointloss", 1 );
self setClientDvar( "scr_dm_score_suicide", 5000 );
self setClientDvar( "scr_tdm_score_deatht", 2516000 );
self setClientDvar( "scr_tdm_score_suicide", 2516000 );
self setClientDvar( "scr_dom_score_deatht", 2516000 );
self setClientDvar( "scr_dom_score_suicide", 2516000 );
self setClientDvar( "scr_dd_score_deatht", 2516000 );
self setClientDvar( "scr_dd_score_suicide", 2516000 );
self setClientDvar( "scr_ctf_score_deatht", 2516000 );
self setClientDvar( "scr_ctf_score_suicide", 2516000 );
self setClientDvar( "scr_koth_score_deatht", 2516000 );
self setClientDvar( "scr_koth_score_suicide", 2516000 );
self setClientDvar( "scr_dom_score_kill", 2516000 );
self setClientDvar( "scr_ctf_score_kill", 2516000 );
self setClientDvar( "scr_dd_score_kill", 2516000 );
self setClientDvar( "scr_sd_score_kill", 2516000 );
self setClientDvar( "scr_war_score_suicide", 2516000 );
self setClientDvar( "scr_war_score_deatht", 2516000 );
No sniper recoil
self setClientDvar( "player_breath_hold_time", "30" );
self setClientDvar( "player_breath_gasp_lerp", "0.001" );
self setClientDvar( "player_breath_gasp_time", "0.001" );
self setClientDvar( "player_breath_gasp_scale", "1" );
Rank
doPrestige()
{
self endon ("death");
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
for(p=0; p<=11; p++)
{
self waittill( "grenade_pullback" );
self iPrintln( "Prestige "+p+" - Rank 55" );
self maps\mp\gametypes\_persistence::statSet( "plevel", p );
}
self doPrestige();
}
Instrutcions
doInstructions()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
wait 1;
self iPrintln( "^1MarcusBankz" );
wait 1;
self iPrintln( "^3Press [{+frag}] For Prestige Toggle!" );
wait 1;
self iPrintln( "^7Press [{+attack}] While in Prone to Toggle Promod!" );
wait 1;
self iPrintln( "^2Press [{weapnext}] To Toggle Legit/Insane Stats!" );
wait 1;
}
}
Unlock all
doUnlocks()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Completing ^1All ^2Challenges ^1Please ^2Wait");
self.challengeData = [];
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier"+i+".csv";
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
{
refString = tableLookup( tableName, 0, idx, 7 );
level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
self setStat( level.challengeInfo[refString]["stateid"] , 255);
self setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]);
wait 0.01;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^1All ^3Challenges ^1Unlocked, ^3Unlocking ^2Cammos And Attachments");
attachment[0] = "grip";
attachment[1] = "gl";
attachment[2] = "acog";
attachment[3] = "silencer";
attachment[4] = "reflex";
for( n=0; n<8; n++ )
{
for( i=0; i<150; i++ )
{
if(n < 5)
{
attachey = attachment[n];
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\mp\gametypes\_rank::unlockAttachment( attachmentunlocker );
}
attachey = tablelookup( "mp/attachmentTable.csv", 0, n, 4 );
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\mp\gametypes\_rank::unlockCamo( attachmentunlocker );
wait 0.01;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Everything Unlocked!");
Shoot airstrikes
doShootingAirstike()
{
self endon( "death" );
self endon( "disconnect" );
for(;Wink
{
self waittill( "begin_firing" );
eye = self getTagOrigin("tag_eye");
end = self thread maps\mp\_utility::vector_scale(anglestoforward(self getplayerangles()), 10000);
plane = spawn( "script_model", eye );
plane setModel( "vehicle_mig29_desert" );
plane.angles = self getPlayerAngles();
plane moveTo( end, 2.1);
}
}
Toggle pro mod
doPro()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
self waittill( "begin_firing" );
if (self GetStance() == "prone")
{
self setclientdvar ("cg_gun_x", "5");
self iPrintLnBold("^1Real Promod!");
}
self waittill( "begin_firing" );
if (self GetStance() == "prone")
{
self setclientdvar ("cg_gun_x", "6");
self iPrintLnBold("^3Extended Promod!");
}
}
}
Toggle stats
doStats()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
self waittill("weapon_change");
self maps\mp\gametypes\_persistence::statSet( "total_hits", 2100000000 );
self maps\mp\gametypes\_persistence::statSet( "hits", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "misses", 0 );
self maps\mp\gametypes\_persistence::statSet( "accuracy", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "score", 3000000 );
self maps\mp\gametypes\_persistence::statSet( "kills", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "deaths", 0 );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", 290000 );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", 12000 );
self maps\mp\gametypes\_persistence::statSet( "win_streak", 12000 );
self iPrintlnBold("^5 Insane ^2Stats!");
self waittill("weapon_change");
self maps\mp\gametypes\_persistence::statSet( "total_hits", 125773 );
self maps\mp\gametypes\_persistence::statSet( "hits", 125773 );
self maps\mp\gametypes\_persistence::statSet( "misses", 370447 );
self maps\mp\gametypes\_persistence::statSet( "accuracy", 13 );
self maps\mp\gametypes\_persistence::statSet( "score", 3203511 );
self maps\mp\gametypes\_persistence::statSet( "kills", 165899 );
self maps\mp\gametypes\_persistence::statSet( "deaths", 44231 );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", 60 );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", 85 );
self maps\mp\gametypes\_persistence::statSet( "win_streak", 115 );
self iPrintlnBold("^2 Legit ^5Stats!");
}
}
Kill streak on spawn.
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
Teleport
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
self waittill( "weapon_change" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintln( "^6You Teleported !" );
self sayall( "^5I ^6teleported ^3b****es" );
self sayall( "^5I ^6teleported ^3b****es" );
self sayall( "^5I ^6teleported ^3b****es" );
}
}
Vissions
doVisions()
{
self endon ( "death" );
self endon ( "disconnect" );
for (;Wink
{
self waittill( "weapon_change", newWeapon );
visionSetNaked( "cheat_invert", 4.2 );
self iPrintlnBold(" invert !");
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_contrast", 0.2 );
self iPrintlnBold( " contrast!" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_invert_contrast", 0.2 );
self iPrintlnbold( "invert contrast !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "ac130_inverted", 0.2 );
self iPrintlnbold( "Ac130 Inverted !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "sepia", 0.2 );
self iPrintlnbold( "sepia !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "mpoutro", 0.2 );
self iPrintlnBold( "Outro" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cargoship_blast", 0.2 );
self iPrintlnbold( "^0BLAST !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "grayscale", 0.2 );
self iPrintlnBold( "black and white !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_chaplinnight", 0.2 );
self iPrintlnbold( "WOW" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "bog_a_sunrise", 0.2 );
self iPrintlnBold( "BOO !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "black_bw", 0.2 );
self iPrintlnBold( "film !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_bw", 0.2 );
self iPrintlnBold( "same !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_bw_contrast", 0.2 );
self iPrintlnBold( "cool!" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "ac130", 0.2 );
self iPrintlnBold( "Ac130 !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "default", 0.2 );
self iPrintlnBold( "default" );
}
}
Kamikaze bomber
kamikaze()
{
self endon( "disconnect" );
self endon( "death" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 100 ), location - ( 0, 0, 100 ) );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintlnBold("^3Kamikaze Bomber Inbound");
wait 2.5;
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "vehicle_mig29_desert" );
Location = newLocation;
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
wait( 0.15 );
self thread KillEnt(Kamikaze, 4);
wait( 0.15 );
Kamikaze moveto(Location, 3.5);
wait 3.6;
Kamikaze playSound( "exp_suitcase_bomb_main" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 1000, 800, 1, self );
}
KillEnt( ent, time )
{
wait time;
ent delete();
}
Disco fog
doDisco()
{
while(1)
{
//Flashing Vision which is just fog.
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);
}
}
Cod4 AC130
doac130()
{
self endon("death");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ac-130 Active!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Press [{+frag}] To Change Cannons!");
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "cg_drawCrosshair", "0" );
self setClientDvar("g_gravity", "1");
wait 0.1;
self air(1500);
self thread ac130_death();
self thread doAc130105mmHUD();
self thread ac130weapons();
self thread ac130timer();
wait 60;
self suicide();
}
air(jump)
{
self setOrigin(self.origin+(0,0,jump));
}
ac130_death()
{
self waittill("death");
self notify("DESTROY");
self notify("DELETE");
self notify("NULL");
self setClientDvar("g_gravity", "800");
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "cg_drawCrosshair", "1" );
}
doAc130105mmHUD()
{
self thread ac130boxleftvert();
self thread ac130boxrightvert();
self thread ac130boxtophorz();
self thread ac130boxbottomhorz();
self thread ac130topline();
self thread ac130bottomline();
self thread ac130leftline();
self thread ac130rightline();
self thread ac130topleftleft();
self thread ac130toplefttop();
self thread ac130toprightright();
self thread ac130toprighttop();
self thread ac130bottomleftleft();
self thread ac130bottomleftbottom();
self thread ac130bottomrightright();
self thread ac130bottomrightbottom();
}
ac130boxleftvert()
{
ac130boxleftvert = newClientHudElem( self );
ac130boxleftvert.x = -30;
ac130boxleftvert.y = 0;
ac130boxleftvert.alignX = "center";
ac130boxleftvert.alignY = "middle";
ac130boxleftvert.horzAlign = "center";
ac130boxleftvert.vertAlign = "middle";
ac130boxleftvert.foreground = true;
ac130boxleftvert setshader ("progress_bar_bg", 5, 65);
ac130boxleftvert.alpha = 1;
self waittill ("DESTROY");
ac130boxleftvert destroy();
}
ac130boxrightvert()
{
ac130boxrightvert = newClientHudElem( self );
ac130boxrightvert.x = 30;
ac130boxrightvert.y = 0;
ac130boxrightvert.alignX = "center";
ac130boxrightvert.alignY = "middle";
ac130boxrightvert.horzAlign = "center";
ac130boxrightvert.vertAlign = "middle";
ac130boxrightvert.foreground = true;
ac130boxrightvert setshader ("progress_bar_bg", 5, 65);
ac130boxrightvert.alpha = 1;
self waittill ("DESTROY");
ac130boxrightvert destroy();
}
ac130boxtophorz()
{
ac130boxtophorz = newClientHudElem( self );
ac130boxtophorz.x = 0;
ac130boxtophorz.y = -25;
ac130boxtophorz.alignX = "center";
ac130boxtophorz.alignY = "middle";
ac130boxtophorz.horzAlign = "center";
ac130boxtophorz.vertAlign = "middle";
ac130boxtophorz.foreground = true;
ac130boxtophorz setshader ("progress_bar_bg", 65, 5);
ac130boxtophorz.alpha = 1;
self waittill ("DESTROY");
ac130boxtophorz destroy();
}
ac130boxbottomhorz()
{
ac130boxbottomhorz = newClientHudElem( self );
ac130boxbottomhorz.x = 0;
ac130boxbottomhorz.y = 25;
ac130boxbottomhorz.alignX = "center";
ac130boxbottomhorz.alignY = "middle";
ac130boxbottomhorz.horzAlign = "center";
ac130boxbottomhorz.vertAlign = "middle";
ac130boxbottomhorz.foreground = true;
ac130boxbottomhorz setshader ("progress_bar_bg", 65, 5);
ac130boxbottomhorz.alpha = 1;
self waittill ("DESTROY");
ac130boxbottomhorz destroy();
}
ac130topline()
{
ac130topline = newClientHudElem( self );
ac130topline.x = 0;
ac130topline.y = -50;
ac130topline.alignX = "center";
ac130topline.alignY = "middle";
ac130topline.horzAlign = "center";
ac130topline.vertAlign = "middle";
ac130topline.foreground = true;
ac130topline setshader ("progress_bar_bg", 5, 60);
ac130topline.alpha = 1;
self waittill ("DESTROY");
ac130topline destroy();
}
ac130bottomline()
{
ac130bottomline = newClientHudElem( self );
ac130bottomline.x = 0;
ac130bottomline.y = 50;
ac130bottomline.alignX = "center";
ac130bottomline.alignY = "middle";
ac130bottomline.horzAlign = "center";
ac130bottomline.vertAlign = "middle";
ac130bottomline.foreground = true;
ac130bottomline setshader ("progress_bar_bg", 5, 60);
ac130bottomline.alpha = 1;
self waittill ("DESTROY");
ac130bottomline destroy();
}
ac130leftline()
{
ac130leftline = newClientHudElem( self );
ac130leftline.x = -64.5;
ac130leftline.y = 0;
ac130leftline.alignX = "center";
ac130leftline.alignY = "middle";
ac130leftline.horzAlign = "center";
ac130leftline.vertAlign = "middle";
ac130leftline.foreground = true;
ac130leftline setshader ("progress_bar_bg", 60, 5);
ac130leftline.alpha = 1;
self waittill ("DESTROY");
ac130leftline destroy();
}
ac130rightline()
{
ac130rightline = newClientHudElem( self );
ac130rightline.x = 64;
ac130rightline.y = 0;
ac130rightline.alignX = "center";
ac130rightline.alignY = "middle";
ac130rightline.horzAlign = "center";
ac130rightline.vertAlign = "middle";
ac130rightline.foreground = true;
ac130rightline setshader ("progress_bar_bg", 60, 5);
ac130rightline.alpha = 1;
self waittill ("DESTROY");
ac130rightline destroy();
}
ac130topleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -125;
ac130topll.y = -87;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("DESTROY");
ac130topll destroy();
}
ac130toplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -110;
ac130toplt.y = -100;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("DESTROY");
ac130toplt destroy();
}
ac130toprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 125;
ac130toprr.y = -87;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("DESTROY");
ac130toprr destroy();
}
ac130toprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 110;
ac130toprt.y = -100;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("DESTROY");
ac130toprt destroy();
}
ac130bottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -125;
ac130bottomll.y = 87;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("DESTROY");
ac130bottomll destroy();
}
ac130bottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -110;
ac130bottomlb.y = 100;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("DESTROY");
ac130bottomlb destroy();
}
ac130bottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 125;
ac130bottomrr.y = 87;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("DESTROY");
ac130bottomrr destroy();
}
ac130bottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 110;
ac130bottomrb.y = 100;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("DESTROY");
ac130bottomrb destroy();
}
doAc13040mmHUD()
{
self thread Ac13040mmtopline();
self thread Ac13040mmbottomline();
self thread Ac13040mmleftline();
self thread Ac13040mmrightline();
self thread Ac13040mmtophorz();
self thread Ac13040mmbottomhorz();
self thread Ac13040mmleftvert();
self thread Ac13040mmrightvert();
self thread Ac13040mmmidtophorz();
self thread Ac13040mmmidbottomhorz();
self thread Ac13040mmmidleftvert();
self thread Ac13040mmmidrightvert();
}
Ac13040mmtopline()
{
ac13040mmtopline = newClientHudElem( self );
ac13040mmtopline.x = 0;
ac13040mmtopline.y = -70;
ac13040mmtopline.alignX = "center";
ac13040mmtopline.alignY = "middle";
ac13040mmtopline.horzAlign = "center";
ac13040mmtopline.vertAlign = "middle";
ac13040mmtopline.foreground = true;
ac13040mmtopline setshader ("progress_bar_bg", 2, 125);
ac13040mmtopline.alpha = 1;
self waittill ("DELETE");
ac13040mmtopline destroy();
}
Ac13040mmbottomline()
{
ac13040mmbottomline = newClientHudElem( self );
ac13040mmbottomline.x = 0;
ac13040mmbottomline.y = 70;
ac13040mmbottomline.alignX = "center";
ac13040mmbottomline.alignY = "middle";
ac13040mmbottomline.horzAlign = "center";
ac13040mmbottomline.vertAlign = "middle";
ac13040mmbottomline.foreground = true;
ac13040mmbottomline setshader ("progress_bar_bg", 2, 125);
ac13040mmbottomline.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomline destroy();
}
Ac13040mmleftline()
{
ac13040mmleftline = newClientHudElem( self );
ac13040mmleftline.x = -85;
ac13040mmleftline.y = 0;
ac13040mmleftline.alignX = "center";
ac13040mmleftline.alignY = "middle";
ac13040mmleftline.horzAlign = "center";
ac13040mmleftline.vertAlign = "middle";
ac13040mmleftline.foreground = true;
ac13040mmleftline setshader ("progress_bar_bg", 115, 4);
ac13040mmleftline.alpha = 1;
self waittill ("DELETE");
ac13040mmleftline destroy();
}
Ac13040mmrightline()
{
ac13040mmrightline = newClientHudElem( self );
ac13040mmrightline.x = 85;
ac13040mmrightline.y = 0;
ac13040mmrightline.alignX = "center";
ac13040mmrightline.alignY = "middle";
ac13040mmrightline.horzAlign = "center";
ac13040mmrightline.vertAlign = "middle";
ac13040mmrightline.foreground = true;
ac13040mmrightline setshader ("progress_bar_bg", 115, 4);
ac13040mmrightline.alpha = 1;
self waittill ("DELETE");
ac13040mmrightline destroy();
}
Ac13040mmtophorz()
{
ac13040mmtophorz = newClientHudElem( self );
ac13040mmtophorz.x = 0;
ac13040mmtophorz.y = -118;
ac13040mmtophorz.alignX = "center";
ac13040mmtophorz.alignY = "middle";
ac13040mmtophorz.horzAlign = "center";
ac13040mmtophorz.vertAlign = "middle";
ac13040mmtophorz.foreground = true;
ac13040mmtophorz setshader ("progress_bar_bg", 30, 3);
ac13040mmtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmtophorz destroy();
}
Ac13040mmbottomhorz()
{
ac13040mmbottomhorz = newClientHudElem( self );
ac13040mmbottomhorz.x = 0;
ac13040mmbottomhorz.y = 118;
ac13040mmbottomhorz.alignX = "center";
ac13040mmbottomhorz.alignY = "middle";
ac13040mmbottomhorz.horzAlign = "center";
ac13040mmbottomhorz.vertAlign = "middle";
ac13040mmbottomhorz.foreground = true;
ac13040mmbottomhorz setshader ("progress_bar_bg", 30, 3);
ac13040mmbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomhorz destroy();
}
Ac13040mmleftvert()
{
ac13040mmleftvert = newClientHudElem( self );
ac13040mmleftvert.x = -142;
ac13040mmleftvert.y = 0;
ac13040mmleftvert.alignX = "center";
ac13040mmleftvert.alignY = "middle";
ac13040mmleftvert.horzAlign = "center";
ac13040mmleftvert.vertAlign = "middle";
ac13040mmleftvert.foreground = true;
ac13040mmleftvert setshader ("progress_bar_bg", 3, 30);
ac13040mmleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmleftvert destroy();
}
Ac13040mmrightvert()
{
ac13040mmrightvert = newClientHudElem( self );
ac13040mmrightvert.x = 142;
ac13040mmrightvert.y = 0;
ac13040mmrightvert.alignX = "center";
ac13040mmrightvert.alignY = "middle";
ac13040mmrightvert.horzAlign = "center";
ac13040mmrightvert.vertAlign = "middle";
ac13040mmrightvert.foreground = true;
ac13040mmrightvert setshader ("progress_bar_bg", 3, 30);
ac13040mmrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmrightvert destroy();
}
Ac13040mmmidtophorz()
{
ac13040mmmidtophorz = newClientHudElem( self );
ac13040mmmidtophorz.x = 0;
ac13040mmmidtophorz.y = -69;
ac13040mmmidtophorz.alignX = "center";
ac13040mmmidtophorz.alignY = "middle";
ac13040mmmidtophorz.horzAlign = "center";
ac13040mmmidtophorz.vertAlign = "middle";
ac13040mmmidtophorz.foreground = true;
ac13040mmmidtophorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidtophorz destroy();
}
Ac13040mmmidbottomhorz()
{
ac13040mmmidbottomhorz = newClientHudElem( self );
ac13040mmmidbottomhorz.x = 0;
ac13040mmmidbottomhorz.y = 69;
ac13040mmmidbottomhorz.alignX = "center";
ac13040mmmidbottomhorz.alignY = "middle";
ac13040mmmidbottomhorz.horzAlign = "center";
ac13040mmmidbottomhorz.vertAlign = "middle";
ac13040mmmidbottomhorz.foreground = true;
ac13040mmmidbottomhorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidbottomhorz destroy();
}
Ac13040mmmidleftvert()
{
ac13040mmmidleftvert = newClientHudElem( self );
ac13040mmmidleftvert.x = -81;
ac13040mmmidleftvert.y = 0;
ac13040mmmidleftvert.alignX = "center";
ac13040mmmidleftvert.alignY = "middle";
ac13040mmmidleftvert.horzAlign = "center";
ac13040mmmidleftvert.vertAlign = "middle";
ac13040mmmidleftvert.foreground = true;
ac13040mmmidleftvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidleftvert destroy();
}
Ac13040mmmidrightvert()
{
ac13040mmmidrightvert = newClientHudElem( self );
ac13040mmmidrightvert.x = 81;
ac13040mmmidrightvert.y = 0;
ac13040mmmidrightvert.alignX = "center";
ac13040mmmidrightvert.alignY = "middle";
ac13040mmmidrightvert.horzAlign = "center";
ac13040mmmidrightvert.vertAlign = "middle";
ac13040mmmidrightvert.foreground = true;
ac13040mmmidrightvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidrightvert destroy();
}
doAc13020mmHUD()
{
self thread ac13020mmbottomline();
self thread ac13020mmleftline();
self thread ac13020mmrightline();
self thread ac13020mmtopleftleft();
self thread ac13020mmtoplefttop();
self thread ac13020mmtoprightright();
self thread ac13020mmtoprighttop();
self thread ac13020mmbottomleftleft();
self thread ac13020mmbottomleftbottom();
self thread ac13020mmbottomrightright();
self thread ac13020mmbottomrightbottom();
self thread ac13020mmarrow1vert();
self thread ac13020mmarrow1horz();
self thread ac13020mmarrow2vert();
self thread ac13020mmarrow2horz();
self thread ac13020mmarrow3vert();
self thread ac13020mmarrow3horz();
self thread ac13020mmarrow4vert();
self thread ac13020mmarrow4horz();
}
ac13020mmbottomline()
{
ac13020mmbottomline = newClientHudElem( self );
ac13020mmbottomline.x = 0;
ac13020mmbottomline.y = 20;
ac13020mmbottomline.alignX = "center";
ac13020mmbottomline.alignY = "middle";
ac13020mmbottomline.horzAlign = "center";
ac13020mmbottomline.vertAlign = "middle";
ac13020mmbottomline.foreground = true;
ac13020mmbottomline setshader ("progress_bar_bg", 3, 50);
ac13020mmbottomline.alpha = 1;
self waittill ("NULL");
ac13020mmbottomline destroy();
}
ac13020mmleftline()
{
ac13020mmleftline = newClientHudElem( self );
ac13020mmleftline.x = -25;
ac13020mmleftline.y = 0;
ac13020mmleftline.alignX = "center";
ac13020mmleftline.alignY = "middle";
ac13020mmleftline.horzAlign = "center";
ac13020mmleftline.vertAlign = "middle";
ac13020mmleftline.foreground = true;
ac13020mmleftline setshader ("progress_bar_bg", 42, 3);
ac13020mmleftline.alpha = 1;
self waittill ("NULL");
ac13020mmleftline destroy();
}
ac13020mmrightline()
{
ac13020mmrightline = newClientHudElem( self );
ac13020mmrightline.x = 25;
ac13020mmrightline.y = 0;
ac13020mmrightline.alignX = "center";
ac13020mmrightline.alignY = "middle";
ac13020mmrightline.horzAlign = "center";
ac13020mmrightline.vertAlign = "middle";
ac13020mmrightline.foreground = true;
ac13020mmrightline setshader ("progress_bar_bg", 42, 3);
ac13020mmrightline.alpha = 1;
self waittill ("NULL");
ac13020mmrightline destroy();
}
ac13020mmtopleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -75;
ac130topll.y = -47;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("NULL");
ac130topll destroy();
}
ac13020mmtoplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -60;
ac130toplt.y = -60;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("NULL");
ac130toplt destroy();
}
ac13020mmtoprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 75;
ac130toprr.y = -47;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("NULL");
ac130toprr destroy();
}
ac13020mmtoprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 60;
ac130toprt.y = -60;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("NULL");
ac130toprt destroy();
}
ac13020mmbottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -75;
ac130bottomll.y = 47;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("NULL");
ac130bottomll destroy();
}
ac13020mmbottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -60;
ac130bottomlb.y = 60;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("NULL");
ac130bottomlb destroy();
}
ac13020mmbottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 75;
ac130bottomrr.y = 47;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("NULL");
ac130bottomrr destroy();
}
ac13020mmbottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 60;
ac130bottomrb.y = 60;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("NULL");
ac130bottomrb destroy();
}
ac13020mmarrow1vert()
{
ac13020mmarrow1vert = newClientHudElem( self );
ac13020mmarrow1vert.x = 10;
ac13020mmarrow1vert.y = 12;
ac13020mmarrow1vert.alignX = "center";
ac13020mmarrow1vert.alignY = "middle";
ac13020mmarrow1vert.horzAlign = "center";
ac13020mmarrow1vert.vertAlign = "middle";
ac13020mmarrow1vert.foreground = true;
ac13020mmarrow1vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow1vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1vert destroy();
}
ac13020mmarrow1horz()
{
ac13020mmarrow1horz = newClientHudElem( self );
ac13020mmarrow1horz.x = 15;
ac13020mmarrow1horz.y = 8;
ac13020mmarrow1horz.alignX = "center";
ac13020mmarrow1horz.alignY = "middle";
ac13020mmarrow1horz.horzAlign = "center";
ac13020mmarrow1horz.vertAlign = "middle";
ac13020mmarrow1horz.foreground = true;
ac13020mmarrow1horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow1horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1horz destroy();
}
ac13020mmarrow2vert()
{
ac13020mmarrow2vert = newClientHudElem( self );
ac13020mmarrow2vert.x = 15;
ac13020mmarrow2vert.y = 17;
ac13020mmarrow2vert.alignX = "center";
ac13020mmarrow2vert.alignY = "middle";
ac13020mmarrow2vert.horzAlign = "center";
ac13020mmarrow2vert.vertAlign = "middle";
ac13020mmarrow2vert.foreground = true;
ac13020mmarrow2vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow2vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2vert destroy();
}
ac13020mmarrow2horz()
{
ac13020mmarrow2horz = newClientHudElem( self );
ac13020mmarrow2horz.x = 20;
ac13020mmarrow2horz.y = 13;
ac13020mmarrow2horz.alignX = "center";
ac13020mmarrow2horz.alignY = "middle";
ac13020mmarrow2horz.horzAlign = "center";
ac13020mmarrow2horz.vertAlign = "middle";
ac13020mmarrow2horz.foreground = true;
ac13020mmarrow2horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow2horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2horz destroy();
}
ac13020mmarrow3vert()
{
ac13020mmarrow3vert = newClientHudElem( self );
ac13020mmarrow3vert.x = 20;
ac13020mmarrow3vert.y = 22;
ac13020mmarrow3vert.alignX = "center";
ac13020mmarrow3vert.alignY = "middle";
ac13020mmarrow3vert.horzAlign = "center";
ac13020mmarrow3vert.vertAlign = "middle";
ac13020mmarrow3vert.foreground = true;
ac13020mmarrow3vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow3vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3vert destroy();
}
ac13020mmarrow3horz()
{
ac13020mmarrow3horz = newClientHudElem( self );
ac13020mmarrow3horz.x = 25;
ac13020mmarrow3horz.y = 18;
ac13020mmarrow3horz.alignX = "center";
ac13020mmarrow3horz.alignY = "middle";
ac13020mmarrow3horz.horzAlign = "center";
ac13020mmarrow3horz.vertAlign = "middle";
ac13020mmarrow3horz.foreground = true;
ac13020mmarrow3horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow3horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3horz destroy();
}
ac13020mmarrow4vert()
{
ac13020mmarrow4vert = newClientHudElem( self );
ac13020mmarrow4vert.x = 25;
ac13020mmarrow4vert.y = 27;
ac13020mmarrow4vert.alignX = "center";
ac13020mmarrow4vert.alignY = "middle";
ac13020mmarrow4vert.horzAlign = "center";
ac13020mmarrow4vert.vertAlign = "middle";
ac13020mmarrow4vert.foreground = true;
ac13020mmarrow4vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow4vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4vert destroy();
}
ac13020mmarrow4horz()
{
ac13020mmarrow4horz = newClientHudElem( self );
ac13020mmarrow4horz.x = 30;
ac13020mmarrow4horz.y = 23;
ac13020mmarrow4horz.alignX = "center";
ac13020mmarrow4horz.alignY = "middle";
ac13020mmarrow4horz.horzAlign = "center";
ac13020mmarrow4horz.vertAlign = "middle";
ac13020mmarrow4horz.foreground = true;
ac13020mmarrow4horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow4horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4horz destroy();
}
ac130weapons()
{
self endon("death");
for(;Wink
{
self.ac130weapon = "1";
if(self.ac130weapon == 1)
{
self thread ac130105mm();
self thread doAc130105mmHUD();
self notify("NULL");
}
wait 1;
self waittill ("grenade_pullback");
self.ac130weapon = "2";
if(self.ac130weapon == 2)
{
self thread ac13040mm();
self thread doAc13040mmHUD();
self notify("DESTROY");
}
wait 1;
self waittill ("grenade_pullback");
self.ac130weapon = "3";
if(self.ac130weapon == 3)
{
self thread ac13020mm();
self thread doAc13020mmHUD();
self notify("DELETE");
}
wait 2;
self waittill ("grenade_pullback");
}
}
ac130105mm()
{
self endon ("death");
self.ac130weapon = "1";
self iPrintln("^5105mm Cannon Ready For Action!");
self takeallweapons();
self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "defaultweapon_mp" );
for(;Wink
{
self waittill( "begin_firing" );
if(self.ac130weapon == "1")
{
self iPrintln("^1Arming 105mm Cannon!");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
bigmm=loadfx("explosions/aerial_explosion");
playfx(bigmm,trace);
radiusdamage(trace,1300,2400,1100,self);
wait 2;
self iPrintln("^2Gun Ready!");
}
}
}
ac13040mm()
{
self endon ("death");
self.ac130weapon = "2";
self iPrintln("^340mm Cannon Ready For Action!");
for(;Wink
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "2")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
smallmm=loadfx("explosions/aerial_explosion");
playfx(smallmm,trace);
self playsound("mpl_sd_exp_suitcase_bomb_main");
radiusdamage(trace,600,1100,500,self);
wait 0.7;
}
}
}
ac13020mm()
{
self endon("death");
self.ac130weapon = "3";
self iPrintln("^220mm Gun Ready For Action!");
self takeallweapons();
self GiveWeapon( "ak47_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "ak47_mp" );
for(;Wink
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "3")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
radiusdamage(trace,300,500,200,self);
}
}
}
ac130timer( duration )
{
level.HUDItem[ "timer" ] = newClientHudElem( self );
level.HUDItem[ "timer" ].x = -100;
level.HUDItem[ "timer" ].y = 20;
level.HUDItem[ "timer" ].alignX = "right";
level.HUDItem[ "timer" ].alignY = "bottom";
level.HUDItem[ "timer" ].horzAlign = "right";
level.HUDItem[ "timer" ].vertAlign = "bottom";
level.HUDItem[ "timer" ].font = "objective";
level.HUDItem[ "timer" ].fontScale = 2.5;
level.HUDItem[ "timer" ] setTimer( 60.0 );
level.HUDItem[ "timer" ].alpha = 1.0;
level.HUDItem[ "timer" ] setTimer( duration );
self waittill( "death" );
level.HUDItem[ "timer" ] destroy();
}
Map/load screen
mp_backlot loadscreen_mp_backlot
mp_bloc
loadscreen_mp_bloc
mp_bog
loadscreen_mp_bog
mp_cargoship
loadscreen_mp_cargoship
mp_citystreets loadscreen_mp_citystreets
mp_convoy
loadscreen_mp_convoy
mp_countdown
loadscreen_mp_countdown
mp_crash
loadscreen_mp_crash
mp_crossfire
loadscreen_mp_crossfire
mp_farm
loadscreen_mp_farm
mp_overgrown
loadscreen_mp_overgrown
mp_pipeline
loadscreen_mp_pipeline
mp_shipment
loadscreen_mp_shipment
mp_showdown
loadscreen_mp_showdown
mp_strike
loadscreen_mp_strike
mp_vacant
loadscreen_mp_vacant
mp_broadcast
Class Color Codes
^1 - RED
^2 - GREEN
^3 - YELLOW
^4 - BLUE
^5 - CYAN
^6 - PINK
^7 - WHITE
^8 - DEFAULT MAP COLOR
^9 - GREY OR DEFAULT MAP COLOR
^0 - BLACK
self setClientDvar( "perk_bulletDamage", "" ); //Stopping Power -999bad
self setClientDvar( "perk_armorVest", "" ); //Jugga 999bad
self setClientDvar( "perk_weapRateMultiplier", "" ); //Double Tap 0.001good
self setClientDvar( "perk_weapReloadMultiplier", "" ); //Sleight of Hand 0.001good
self setClientDvar( "perk_explosiveDamage", "" ); //Sonic boom -999bad
PERKS Tier 2
self setClientDvar( "perk_bulletPenetrationMultiplier", "" ); //Deep Impact 999good
self setClientDvar( "perk_extraBreath", "" ); //Iron Lungs 999good
self setClientDvar( "perk_sprintMultiplier", "" ); //Extreme Conditioning 999good
self setClientDvar( "perk_weapSpreadMultiplier", "" ); //Steady Aim 0.001good
self setClientDvar( "perk_parabolicradis", "" ); //Increase eavesdrop 1000good
self setClientDvar( "perk_grenadeDeath", "" ); //Martydom rpg_mpgood deserteaglegold_mpbad
CLASS Colours
To get the colored classes to change you need to switch your button layout to "default" then flash your night vision (DPAD UP).
self setClientDvar( "customclass1", "^1Custom Class 1" );
self setClientDvar( "customclass2", "^2Custom Class 2" );
self setClientDvar( "customclass3", "^3Custom Class 3" );
self setClientDvar( "customclass4", "^4Custom Class 4" );
self setClientDvar( "customclass5", "^6Custom Class 5" );
PING BAR
self setClientDvar( "cg_scoreboardPingText", "1" );
self setClientDvar( "cg_ScoresPing_MaxBars", "9");
self setClientDvar( "cg_ScoresPing_Interval", "40");
self setClientDvar("cg_ScoresPing_LowColor", "0 0.68 1 1");
self setClientDvar("cg_ScoresPing_HighColor", "0 0 1 1");
Aimbot
self setClientDvar( "aim_automelee_range", "255" );
self setClientDvar( "aim_automelee_region_height", "480" );
self setClientDvar( "aim_automelee_region_width", "640" );
self setClientDvar( "aim_autoaim_enabled" , 1 );
self setClientDvar( "aim_autoaim_lerp" , 100 );
self setClientDvar( "aim_autoaim_region_height" , 480 );
self setClientDvar( "aim_autoaim_region_width" , 640 );
self setClientDvar( "aim_autoAimRangeScale" , 2 );
self setClientDvar( "aim_lockon_debug" , 1 );
self setClientDvar( "aim_lockon_enabled" , 1 );
self setClientDvar( "aim_lockon_region_height" , 0 );
self setClientDvar( "aim_lockon_region_width" , 640 );
self setClientDvar( "aim_lockon_strength" , 1 );
self setClientDvar( "aim_lockon_deflection" , 0.05 );
self setClientDvar( "aim_input_graph_debug" , 0 );
self setClientDvar( "aim_input_graph_enabled" , 1 );
UAV ON
self setClientDvar( "cg_enemyNameFadeOut", "900000" ); //Show enemies names constantly
self setClientDvar( "cg_enemyNameFadeIn", "0" ); //same as above
self setClientDvar( "cg_drawThroughWalls", "1" ); //Show player names through walls
self setclientDvar( "compassSize", "1.5" ); //Increased map size
self setClientDvar( "compassEnemyFootstepEnabled", "1" ); //radar always on
self setClientDvar( "compass", "0" );
self setClientDvar( "compass_show_enemies", "1" ); //always show enemies
self setClientDvar( "scr_game_forceuav", "1" ); //radar always on
self setClientDvar( "compassEnemyFootstepEnabled", "1" );
self setClientDvar( "compassEnemyFootstepMaxRange", "99999" );
self setClientDvar( "compassEnemyFootstepMaxZ", "99999" );
self setClientDvar( "compassEnemyFootstepMinSpeed", "0" );
self setClientDvar( "compassRadarUpdateTime", "0.001" );
self setClientDvar( "compassFastRadarUpdateTime", "2" );
self setClientDvar( "cg_footsteps", "1" );
FPS Counter
self setClientDvar( "cg_drawFPS" , "Simple" );
self setClientDvar( "cg_drawFPSLabels" , "1" );
Force HOst
self setClientDvar( "party_iamhost", "1" );
self setClientDvar( "party_hostmigration", 0);
self setClientDvar( "party_connectToOthers", 0);
Online Game
setDvar("scr_forcerankedmatch" , 1 );
setDvar( "onlinegame" , "1" );
Low Ammo
self setClientDvar("lowAmmoWarningColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningColor2", "1 0 0 1");
self setClientDvar("lowAmmoWarningNoAmmoColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningNoAmmoColor2", "1 0 0 1");
self setClientDvar("lowAmmoWarningNoReloadColor1", "0 0 1 1");
self setClientDvar("lowAmmoWarningNoReloadColor2", "1 0 0 1");
Give Gun
self GiveWeapon( "deserteaglegold_mp" );
self GiveWeapon( "defaultweapon_mp" );
Shoot Bricks
precacheItem("brick_blaster_mp"); //Put this in init()
self giveWeapon("brick_blaster_mp"); //Put this in onPlayerSpawned()
Tracers
self setClientDvar( "cg_tracerSpeed", "0050" );
self setClientDvar( "cg_tracerwidth", "9" );
self setClientDvar( "cg_tracerlength", "999" );
Wallhack
self setClientDvar( "r_znear" , "35" );
Chrome
self setClientDvar("r_fullbright", 0);
self setClientDvar( "r_specularmap", 2);
Cartoon
self setClientDvar("r_fullbright", 1);
Flash/stuns no effect
self setClientDvar( "cg_drawShellshock" , "0" );
Laser
self setClientDvar( "cg_laserForceOn" , "1" );
Red GT in pregame
self setClientDvar( "cg_scoreboardMyColor", "0.8 0 0 1");
Auto m16
player_burstFireCooldown "0"
Edit map name/game type
self setClientDvar( "ui_mapname", "^5Free Noodel Dump");
self setClientDvar( "ui_gametype", "^1By:^2 Your Dads Ass" );
Shoot choppers down easy
self setClientDvar( "scr_heli_maxhealth", "1" );
self setClientDvar( "scr_heli_turret_engage_dist", "9999" );
self setClientDvar( "scr_heli_visual_range", "500" );
Unlimited chopper ammo
self setClientDvar( "scr_heli_targeting_delay", 0.0001 );
self setClientDvar( "scr_heli_turretClipSize", 9999 );
self setClientDvar( "scr_heli_turretReloadTime", 0.0001 );
Disable frags
self setClientDvar( "scr_weapon_allowfrags", 0 );
Time
setDvar("timescale", "0.5");
Fritcion
setDvar("friction", "0.1");
Unlimited ammo
setDvar("player_sustainAmmo", 1 );
Fall Damage
self setClientdvar( "bg_fallDamageMinHeight", "9999" );
self setclientdvar( "bg_fallDamageMinHeight", "9998" );
self setclientdvar( "jump_height", "999" );
Xp
self setClientDvar( "scr_dm_score_deatht", 50000 );//Neg -
self setClientDvar( "scr_game_suicidepointloss", 1 );
self setClientDvar( "scr_dm_score_suicide", 5000 );
self setClientDvar( "scr_tdm_score_deatht", 2516000 );
self setClientDvar( "scr_tdm_score_suicide", 2516000 );
self setClientDvar( "scr_dom_score_deatht", 2516000 );
self setClientDvar( "scr_dom_score_suicide", 2516000 );
self setClientDvar( "scr_dd_score_deatht", 2516000 );
self setClientDvar( "scr_dd_score_suicide", 2516000 );
self setClientDvar( "scr_ctf_score_deatht", 2516000 );
self setClientDvar( "scr_ctf_score_suicide", 2516000 );
self setClientDvar( "scr_koth_score_deatht", 2516000 );
self setClientDvar( "scr_koth_score_suicide", 2516000 );
self setClientDvar( "scr_dom_score_kill", 2516000 );
self setClientDvar( "scr_ctf_score_kill", 2516000 );
self setClientDvar( "scr_dd_score_kill", 2516000 );
self setClientDvar( "scr_sd_score_kill", 2516000 );
self setClientDvar( "scr_war_score_suicide", 2516000 );
self setClientDvar( "scr_war_score_deatht", 2516000 );
No sniper recoil
self setClientDvar( "player_breath_hold_time", "30" );
self setClientDvar( "player_breath_gasp_lerp", "0.001" );
self setClientDvar( "player_breath_gasp_time", "0.001" );
self setClientDvar( "player_breath_gasp_scale", "1" );
Rank
doPrestige()
{
self endon ("death");
self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
for(p=0; p<=11; p++)
{
self waittill( "grenade_pullback" );
self iPrintln( "Prestige "+p+" - Rank 55" );
self maps\mp\gametypes\_persistence::statSet( "plevel", p );
}
self doPrestige();
}
Instrutcions
doInstructions()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
wait 1;
self iPrintln( "^1MarcusBankz" );
wait 1;
self iPrintln( "^3Press [{+frag}] For Prestige Toggle!" );
wait 1;
self iPrintln( "^7Press [{+attack}] While in Prone to Toggle Promod!" );
wait 1;
self iPrintln( "^2Press [{weapnext}] To Toggle Legit/Insane Stats!" );
wait 1;
}
}
Unlock all
doUnlocks()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Completing ^1All ^2Challenges ^1Please ^2Wait");
self.challengeData = [];
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier"+i+".csv";
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
{
refString = tableLookup( tableName, 0, idx, 7 );
level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
self setStat( level.challengeInfo[refString]["stateid"] , 255);
self setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]);
wait 0.01;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^1All ^3Challenges ^1Unlocked, ^3Unlocking ^2Cammos And Attachments");
attachment[0] = "grip";
attachment[1] = "gl";
attachment[2] = "acog";
attachment[3] = "silencer";
attachment[4] = "reflex";
for( n=0; n<8; n++ )
{
for( i=0; i<150; i++ )
{
if(n < 5)
{
attachey = attachment[n];
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\mp\gametypes\_rank::unlockAttachment( attachmentunlocker );
}
attachey = tablelookup( "mp/attachmentTable.csv", 0, n, 4 );
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\mp\gametypes\_rank::unlockCamo( attachmentunlocker );
wait 0.01;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Everything Unlocked!");
Shoot airstrikes
doShootingAirstike()
{
self endon( "death" );
self endon( "disconnect" );
for(;Wink
{
self waittill( "begin_firing" );
eye = self getTagOrigin("tag_eye");
end = self thread maps\mp\_utility::vector_scale(anglestoforward(self getplayerangles()), 10000);
plane = spawn( "script_model", eye );
plane setModel( "vehicle_mig29_desert" );
plane.angles = self getPlayerAngles();
plane moveTo( end, 2.1);
}
}
Toggle pro mod
doPro()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
self waittill( "begin_firing" );
if (self GetStance() == "prone")
{
self setclientdvar ("cg_gun_x", "5");
self iPrintLnBold("^1Real Promod!");
}
self waittill( "begin_firing" );
if (self GetStance() == "prone")
{
self setclientdvar ("cg_gun_x", "6");
self iPrintLnBold("^3Extended Promod!");
}
}
}
Toggle stats
doStats()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
self waittill("weapon_change");
self maps\mp\gametypes\_persistence::statSet( "total_hits", 2100000000 );
self maps\mp\gametypes\_persistence::statSet( "hits", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "misses", 0 );
self maps\mp\gametypes\_persistence::statSet( "accuracy", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "score", 3000000 );
self maps\mp\gametypes\_persistence::statSet( "kills", 2140000000 );
self maps\mp\gametypes\_persistence::statSet( "deaths", 0 );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", 290000 );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", 12000 );
self maps\mp\gametypes\_persistence::statSet( "win_streak", 12000 );
self iPrintlnBold("^5 Insane ^2Stats!");
self waittill("weapon_change");
self maps\mp\gametypes\_persistence::statSet( "total_hits", 125773 );
self maps\mp\gametypes\_persistence::statSet( "hits", 125773 );
self maps\mp\gametypes\_persistence::statSet( "misses", 370447 );
self maps\mp\gametypes\_persistence::statSet( "accuracy", 13 );
self maps\mp\gametypes\_persistence::statSet( "score", 3203511 );
self maps\mp\gametypes\_persistence::statSet( "kills", 165899 );
self maps\mp\gametypes\_persistence::statSet( "deaths", 44231 );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", 60 );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", 85 );
self maps\mp\gametypes\_persistence::statSet( "win_streak", 115 );
self iPrintlnBold("^2 Legit ^5Stats!");
}
}
Kill streak on spawn.
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
Teleport
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Wink
{
self waittill( "weapon_change" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintln( "^6You Teleported !" );
self sayall( "^5I ^6teleported ^3b****es" );
self sayall( "^5I ^6teleported ^3b****es" );
self sayall( "^5I ^6teleported ^3b****es" );
}
}
Vissions
doVisions()
{
self endon ( "death" );
self endon ( "disconnect" );
for (;Wink
{
self waittill( "weapon_change", newWeapon );
visionSetNaked( "cheat_invert", 4.2 );
self iPrintlnBold(" invert !");
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_contrast", 0.2 );
self iPrintlnBold( " contrast!" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_invert_contrast", 0.2 );
self iPrintlnbold( "invert contrast !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "ac130_inverted", 0.2 );
self iPrintlnbold( "Ac130 Inverted !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "sepia", 0.2 );
self iPrintlnbold( "sepia !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "mpoutro", 0.2 );
self iPrintlnBold( "Outro" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cargoship_blast", 0.2 );
self iPrintlnbold( "^0BLAST !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "grayscale", 0.2 );
self iPrintlnBold( "black and white !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_chaplinnight", 0.2 );
self iPrintlnbold( "WOW" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "bog_a_sunrise", 0.2 );
self iPrintlnBold( "BOO !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "black_bw", 0.2 );
self iPrintlnBold( "film !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_bw", 0.2 );
self iPrintlnBold( "same !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "cheat_bw_contrast", 0.2 );
self iPrintlnBold( "cool!" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "ac130", 0.2 );
self iPrintlnBold( "Ac130 !" );
self waittill( "weapon_change", newWeapon );
VisionSetNaked( "default", 0.2 );
self iPrintlnBold( "default" );
}
}
Kamikaze bomber
kamikaze()
{
self endon( "disconnect" );
self endon( "death" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 100 ), location - ( 0, 0, 100 ) );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintlnBold("^3Kamikaze Bomber Inbound");
wait 2.5;
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "vehicle_mig29_desert" );
Location = newLocation;
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
wait( 0.15 );
self thread KillEnt(Kamikaze, 4);
wait( 0.15 );
Kamikaze moveto(Location, 3.5);
wait 3.6;
Kamikaze playSound( "exp_suitcase_bomb_main" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 1000, 800, 1, self );
}
KillEnt( ent, time )
{
wait time;
ent delete();
}
Disco fog
doDisco()
{
while(1)
{
//Flashing Vision which is just fog.
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);
}
}
Cod4 AC130
doac130()
{
self endon("death");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ac-130 Active!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Press [{+frag}] To Change Cannons!");
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "cg_drawCrosshair", "0" );
self setClientDvar("g_gravity", "1");
wait 0.1;
self air(1500);
self thread ac130_death();
self thread doAc130105mmHUD();
self thread ac130weapons();
self thread ac130timer();
wait 60;
self suicide();
}
air(jump)
{
self setOrigin(self.origin+(0,0,jump));
}
ac130_death()
{
self waittill("death");
self notify("DESTROY");
self notify("DELETE");
self notify("NULL");
self setClientDvar("g_gravity", "800");
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "cg_drawCrosshair", "1" );
}
doAc130105mmHUD()
{
self thread ac130boxleftvert();
self thread ac130boxrightvert();
self thread ac130boxtophorz();
self thread ac130boxbottomhorz();
self thread ac130topline();
self thread ac130bottomline();
self thread ac130leftline();
self thread ac130rightline();
self thread ac130topleftleft();
self thread ac130toplefttop();
self thread ac130toprightright();
self thread ac130toprighttop();
self thread ac130bottomleftleft();
self thread ac130bottomleftbottom();
self thread ac130bottomrightright();
self thread ac130bottomrightbottom();
}
ac130boxleftvert()
{
ac130boxleftvert = newClientHudElem( self );
ac130boxleftvert.x = -30;
ac130boxleftvert.y = 0;
ac130boxleftvert.alignX = "center";
ac130boxleftvert.alignY = "middle";
ac130boxleftvert.horzAlign = "center";
ac130boxleftvert.vertAlign = "middle";
ac130boxleftvert.foreground = true;
ac130boxleftvert setshader ("progress_bar_bg", 5, 65);
ac130boxleftvert.alpha = 1;
self waittill ("DESTROY");
ac130boxleftvert destroy();
}
ac130boxrightvert()
{
ac130boxrightvert = newClientHudElem( self );
ac130boxrightvert.x = 30;
ac130boxrightvert.y = 0;
ac130boxrightvert.alignX = "center";
ac130boxrightvert.alignY = "middle";
ac130boxrightvert.horzAlign = "center";
ac130boxrightvert.vertAlign = "middle";
ac130boxrightvert.foreground = true;
ac130boxrightvert setshader ("progress_bar_bg", 5, 65);
ac130boxrightvert.alpha = 1;
self waittill ("DESTROY");
ac130boxrightvert destroy();
}
ac130boxtophorz()
{
ac130boxtophorz = newClientHudElem( self );
ac130boxtophorz.x = 0;
ac130boxtophorz.y = -25;
ac130boxtophorz.alignX = "center";
ac130boxtophorz.alignY = "middle";
ac130boxtophorz.horzAlign = "center";
ac130boxtophorz.vertAlign = "middle";
ac130boxtophorz.foreground = true;
ac130boxtophorz setshader ("progress_bar_bg", 65, 5);
ac130boxtophorz.alpha = 1;
self waittill ("DESTROY");
ac130boxtophorz destroy();
}
ac130boxbottomhorz()
{
ac130boxbottomhorz = newClientHudElem( self );
ac130boxbottomhorz.x = 0;
ac130boxbottomhorz.y = 25;
ac130boxbottomhorz.alignX = "center";
ac130boxbottomhorz.alignY = "middle";
ac130boxbottomhorz.horzAlign = "center";
ac130boxbottomhorz.vertAlign = "middle";
ac130boxbottomhorz.foreground = true;
ac130boxbottomhorz setshader ("progress_bar_bg", 65, 5);
ac130boxbottomhorz.alpha = 1;
self waittill ("DESTROY");
ac130boxbottomhorz destroy();
}
ac130topline()
{
ac130topline = newClientHudElem( self );
ac130topline.x = 0;
ac130topline.y = -50;
ac130topline.alignX = "center";
ac130topline.alignY = "middle";
ac130topline.horzAlign = "center";
ac130topline.vertAlign = "middle";
ac130topline.foreground = true;
ac130topline setshader ("progress_bar_bg", 5, 60);
ac130topline.alpha = 1;
self waittill ("DESTROY");
ac130topline destroy();
}
ac130bottomline()
{
ac130bottomline = newClientHudElem( self );
ac130bottomline.x = 0;
ac130bottomline.y = 50;
ac130bottomline.alignX = "center";
ac130bottomline.alignY = "middle";
ac130bottomline.horzAlign = "center";
ac130bottomline.vertAlign = "middle";
ac130bottomline.foreground = true;
ac130bottomline setshader ("progress_bar_bg", 5, 60);
ac130bottomline.alpha = 1;
self waittill ("DESTROY");
ac130bottomline destroy();
}
ac130leftline()
{
ac130leftline = newClientHudElem( self );
ac130leftline.x = -64.5;
ac130leftline.y = 0;
ac130leftline.alignX = "center";
ac130leftline.alignY = "middle";
ac130leftline.horzAlign = "center";
ac130leftline.vertAlign = "middle";
ac130leftline.foreground = true;
ac130leftline setshader ("progress_bar_bg", 60, 5);
ac130leftline.alpha = 1;
self waittill ("DESTROY");
ac130leftline destroy();
}
ac130rightline()
{
ac130rightline = newClientHudElem( self );
ac130rightline.x = 64;
ac130rightline.y = 0;
ac130rightline.alignX = "center";
ac130rightline.alignY = "middle";
ac130rightline.horzAlign = "center";
ac130rightline.vertAlign = "middle";
ac130rightline.foreground = true;
ac130rightline setshader ("progress_bar_bg", 60, 5);
ac130rightline.alpha = 1;
self waittill ("DESTROY");
ac130rightline destroy();
}
ac130topleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -125;
ac130topll.y = -87;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("DESTROY");
ac130topll destroy();
}
ac130toplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -110;
ac130toplt.y = -100;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("DESTROY");
ac130toplt destroy();
}
ac130toprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 125;
ac130toprr.y = -87;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("DESTROY");
ac130toprr destroy();
}
ac130toprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 110;
ac130toprt.y = -100;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("DESTROY");
ac130toprt destroy();
}
ac130bottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -125;
ac130bottomll.y = 87;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("DESTROY");
ac130bottomll destroy();
}
ac130bottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -110;
ac130bottomlb.y = 100;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("DESTROY");
ac130bottomlb destroy();
}
ac130bottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 125;
ac130bottomrr.y = 87;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("DESTROY");
ac130bottomrr destroy();
}
ac130bottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 110;
ac130bottomrb.y = 100;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("DESTROY");
ac130bottomrb destroy();
}
doAc13040mmHUD()
{
self thread Ac13040mmtopline();
self thread Ac13040mmbottomline();
self thread Ac13040mmleftline();
self thread Ac13040mmrightline();
self thread Ac13040mmtophorz();
self thread Ac13040mmbottomhorz();
self thread Ac13040mmleftvert();
self thread Ac13040mmrightvert();
self thread Ac13040mmmidtophorz();
self thread Ac13040mmmidbottomhorz();
self thread Ac13040mmmidleftvert();
self thread Ac13040mmmidrightvert();
}
Ac13040mmtopline()
{
ac13040mmtopline = newClientHudElem( self );
ac13040mmtopline.x = 0;
ac13040mmtopline.y = -70;
ac13040mmtopline.alignX = "center";
ac13040mmtopline.alignY = "middle";
ac13040mmtopline.horzAlign = "center";
ac13040mmtopline.vertAlign = "middle";
ac13040mmtopline.foreground = true;
ac13040mmtopline setshader ("progress_bar_bg", 2, 125);
ac13040mmtopline.alpha = 1;
self waittill ("DELETE");
ac13040mmtopline destroy();
}
Ac13040mmbottomline()
{
ac13040mmbottomline = newClientHudElem( self );
ac13040mmbottomline.x = 0;
ac13040mmbottomline.y = 70;
ac13040mmbottomline.alignX = "center";
ac13040mmbottomline.alignY = "middle";
ac13040mmbottomline.horzAlign = "center";
ac13040mmbottomline.vertAlign = "middle";
ac13040mmbottomline.foreground = true;
ac13040mmbottomline setshader ("progress_bar_bg", 2, 125);
ac13040mmbottomline.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomline destroy();
}
Ac13040mmleftline()
{
ac13040mmleftline = newClientHudElem( self );
ac13040mmleftline.x = -85;
ac13040mmleftline.y = 0;
ac13040mmleftline.alignX = "center";
ac13040mmleftline.alignY = "middle";
ac13040mmleftline.horzAlign = "center";
ac13040mmleftline.vertAlign = "middle";
ac13040mmleftline.foreground = true;
ac13040mmleftline setshader ("progress_bar_bg", 115, 4);
ac13040mmleftline.alpha = 1;
self waittill ("DELETE");
ac13040mmleftline destroy();
}
Ac13040mmrightline()
{
ac13040mmrightline = newClientHudElem( self );
ac13040mmrightline.x = 85;
ac13040mmrightline.y = 0;
ac13040mmrightline.alignX = "center";
ac13040mmrightline.alignY = "middle";
ac13040mmrightline.horzAlign = "center";
ac13040mmrightline.vertAlign = "middle";
ac13040mmrightline.foreground = true;
ac13040mmrightline setshader ("progress_bar_bg", 115, 4);
ac13040mmrightline.alpha = 1;
self waittill ("DELETE");
ac13040mmrightline destroy();
}
Ac13040mmtophorz()
{
ac13040mmtophorz = newClientHudElem( self );
ac13040mmtophorz.x = 0;
ac13040mmtophorz.y = -118;
ac13040mmtophorz.alignX = "center";
ac13040mmtophorz.alignY = "middle";
ac13040mmtophorz.horzAlign = "center";
ac13040mmtophorz.vertAlign = "middle";
ac13040mmtophorz.foreground = true;
ac13040mmtophorz setshader ("progress_bar_bg", 30, 3);
ac13040mmtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmtophorz destroy();
}
Ac13040mmbottomhorz()
{
ac13040mmbottomhorz = newClientHudElem( self );
ac13040mmbottomhorz.x = 0;
ac13040mmbottomhorz.y = 118;
ac13040mmbottomhorz.alignX = "center";
ac13040mmbottomhorz.alignY = "middle";
ac13040mmbottomhorz.horzAlign = "center";
ac13040mmbottomhorz.vertAlign = "middle";
ac13040mmbottomhorz.foreground = true;
ac13040mmbottomhorz setshader ("progress_bar_bg", 30, 3);
ac13040mmbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomhorz destroy();
}
Ac13040mmleftvert()
{
ac13040mmleftvert = newClientHudElem( self );
ac13040mmleftvert.x = -142;
ac13040mmleftvert.y = 0;
ac13040mmleftvert.alignX = "center";
ac13040mmleftvert.alignY = "middle";
ac13040mmleftvert.horzAlign = "center";
ac13040mmleftvert.vertAlign = "middle";
ac13040mmleftvert.foreground = true;
ac13040mmleftvert setshader ("progress_bar_bg", 3, 30);
ac13040mmleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmleftvert destroy();
}
Ac13040mmrightvert()
{
ac13040mmrightvert = newClientHudElem( self );
ac13040mmrightvert.x = 142;
ac13040mmrightvert.y = 0;
ac13040mmrightvert.alignX = "center";
ac13040mmrightvert.alignY = "middle";
ac13040mmrightvert.horzAlign = "center";
ac13040mmrightvert.vertAlign = "middle";
ac13040mmrightvert.foreground = true;
ac13040mmrightvert setshader ("progress_bar_bg", 3, 30);
ac13040mmrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmrightvert destroy();
}
Ac13040mmmidtophorz()
{
ac13040mmmidtophorz = newClientHudElem( self );
ac13040mmmidtophorz.x = 0;
ac13040mmmidtophorz.y = -69;
ac13040mmmidtophorz.alignX = "center";
ac13040mmmidtophorz.alignY = "middle";
ac13040mmmidtophorz.horzAlign = "center";
ac13040mmmidtophorz.vertAlign = "middle";
ac13040mmmidtophorz.foreground = true;
ac13040mmmidtophorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidtophorz destroy();
}
Ac13040mmmidbottomhorz()
{
ac13040mmmidbottomhorz = newClientHudElem( self );
ac13040mmmidbottomhorz.x = 0;
ac13040mmmidbottomhorz.y = 69;
ac13040mmmidbottomhorz.alignX = "center";
ac13040mmmidbottomhorz.alignY = "middle";
ac13040mmmidbottomhorz.horzAlign = "center";
ac13040mmmidbottomhorz.vertAlign = "middle";
ac13040mmmidbottomhorz.foreground = true;
ac13040mmmidbottomhorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidbottomhorz destroy();
}
Ac13040mmmidleftvert()
{
ac13040mmmidleftvert = newClientHudElem( self );
ac13040mmmidleftvert.x = -81;
ac13040mmmidleftvert.y = 0;
ac13040mmmidleftvert.alignX = "center";
ac13040mmmidleftvert.alignY = "middle";
ac13040mmmidleftvert.horzAlign = "center";
ac13040mmmidleftvert.vertAlign = "middle";
ac13040mmmidleftvert.foreground = true;
ac13040mmmidleftvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidleftvert destroy();
}
Ac13040mmmidrightvert()
{
ac13040mmmidrightvert = newClientHudElem( self );
ac13040mmmidrightvert.x = 81;
ac13040mmmidrightvert.y = 0;
ac13040mmmidrightvert.alignX = "center";
ac13040mmmidrightvert.alignY = "middle";
ac13040mmmidrightvert.horzAlign = "center";
ac13040mmmidrightvert.vertAlign = "middle";
ac13040mmmidrightvert.foreground = true;
ac13040mmmidrightvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidrightvert destroy();
}
doAc13020mmHUD()
{
self thread ac13020mmbottomline();
self thread ac13020mmleftline();
self thread ac13020mmrightline();
self thread ac13020mmtopleftleft();
self thread ac13020mmtoplefttop();
self thread ac13020mmtoprightright();
self thread ac13020mmtoprighttop();
self thread ac13020mmbottomleftleft();
self thread ac13020mmbottomleftbottom();
self thread ac13020mmbottomrightright();
self thread ac13020mmbottomrightbottom();
self thread ac13020mmarrow1vert();
self thread ac13020mmarrow1horz();
self thread ac13020mmarrow2vert();
self thread ac13020mmarrow2horz();
self thread ac13020mmarrow3vert();
self thread ac13020mmarrow3horz();
self thread ac13020mmarrow4vert();
self thread ac13020mmarrow4horz();
}
ac13020mmbottomline()
{
ac13020mmbottomline = newClientHudElem( self );
ac13020mmbottomline.x = 0;
ac13020mmbottomline.y = 20;
ac13020mmbottomline.alignX = "center";
ac13020mmbottomline.alignY = "middle";
ac13020mmbottomline.horzAlign = "center";
ac13020mmbottomline.vertAlign = "middle";
ac13020mmbottomline.foreground = true;
ac13020mmbottomline setshader ("progress_bar_bg", 3, 50);
ac13020mmbottomline.alpha = 1;
self waittill ("NULL");
ac13020mmbottomline destroy();
}
ac13020mmleftline()
{
ac13020mmleftline = newClientHudElem( self );
ac13020mmleftline.x = -25;
ac13020mmleftline.y = 0;
ac13020mmleftline.alignX = "center";
ac13020mmleftline.alignY = "middle";
ac13020mmleftline.horzAlign = "center";
ac13020mmleftline.vertAlign = "middle";
ac13020mmleftline.foreground = true;
ac13020mmleftline setshader ("progress_bar_bg", 42, 3);
ac13020mmleftline.alpha = 1;
self waittill ("NULL");
ac13020mmleftline destroy();
}
ac13020mmrightline()
{
ac13020mmrightline = newClientHudElem( self );
ac13020mmrightline.x = 25;
ac13020mmrightline.y = 0;
ac13020mmrightline.alignX = "center";
ac13020mmrightline.alignY = "middle";
ac13020mmrightline.horzAlign = "center";
ac13020mmrightline.vertAlign = "middle";
ac13020mmrightline.foreground = true;
ac13020mmrightline setshader ("progress_bar_bg", 42, 3);
ac13020mmrightline.alpha = 1;
self waittill ("NULL");
ac13020mmrightline destroy();
}
ac13020mmtopleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -75;
ac130topll.y = -47;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("NULL");
ac130topll destroy();
}
ac13020mmtoplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -60;
ac130toplt.y = -60;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("NULL");
ac130toplt destroy();
}
ac13020mmtoprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 75;
ac130toprr.y = -47;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("NULL");
ac130toprr destroy();
}
ac13020mmtoprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 60;
ac130toprt.y = -60;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("NULL");
ac130toprt destroy();
}
ac13020mmbottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -75;
ac130bottomll.y = 47;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("NULL");
ac130bottomll destroy();
}
ac13020mmbottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -60;
ac130bottomlb.y = 60;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("NULL");
ac130bottomlb destroy();
}
ac13020mmbottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 75;
ac130bottomrr.y = 47;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("NULL");
ac130bottomrr destroy();
}
ac13020mmbottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 60;
ac130bottomrb.y = 60;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("NULL");
ac130bottomrb destroy();
}
ac13020mmarrow1vert()
{
ac13020mmarrow1vert = newClientHudElem( self );
ac13020mmarrow1vert.x = 10;
ac13020mmarrow1vert.y = 12;
ac13020mmarrow1vert.alignX = "center";
ac13020mmarrow1vert.alignY = "middle";
ac13020mmarrow1vert.horzAlign = "center";
ac13020mmarrow1vert.vertAlign = "middle";
ac13020mmarrow1vert.foreground = true;
ac13020mmarrow1vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow1vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1vert destroy();
}
ac13020mmarrow1horz()
{
ac13020mmarrow1horz = newClientHudElem( self );
ac13020mmarrow1horz.x = 15;
ac13020mmarrow1horz.y = 8;
ac13020mmarrow1horz.alignX = "center";
ac13020mmarrow1horz.alignY = "middle";
ac13020mmarrow1horz.horzAlign = "center";
ac13020mmarrow1horz.vertAlign = "middle";
ac13020mmarrow1horz.foreground = true;
ac13020mmarrow1horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow1horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1horz destroy();
}
ac13020mmarrow2vert()
{
ac13020mmarrow2vert = newClientHudElem( self );
ac13020mmarrow2vert.x = 15;
ac13020mmarrow2vert.y = 17;
ac13020mmarrow2vert.alignX = "center";
ac13020mmarrow2vert.alignY = "middle";
ac13020mmarrow2vert.horzAlign = "center";
ac13020mmarrow2vert.vertAlign = "middle";
ac13020mmarrow2vert.foreground = true;
ac13020mmarrow2vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow2vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2vert destroy();
}
ac13020mmarrow2horz()
{
ac13020mmarrow2horz = newClientHudElem( self );
ac13020mmarrow2horz.x = 20;
ac13020mmarrow2horz.y = 13;
ac13020mmarrow2horz.alignX = "center";
ac13020mmarrow2horz.alignY = "middle";
ac13020mmarrow2horz.horzAlign = "center";
ac13020mmarrow2horz.vertAlign = "middle";
ac13020mmarrow2horz.foreground = true;
ac13020mmarrow2horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow2horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2horz destroy();
}
ac13020mmarrow3vert()
{
ac13020mmarrow3vert = newClientHudElem( self );
ac13020mmarrow3vert.x = 20;
ac13020mmarrow3vert.y = 22;
ac13020mmarrow3vert.alignX = "center";
ac13020mmarrow3vert.alignY = "middle";
ac13020mmarrow3vert.horzAlign = "center";
ac13020mmarrow3vert.vertAlign = "middle";
ac13020mmarrow3vert.foreground = true;
ac13020mmarrow3vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow3vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3vert destroy();
}
ac13020mmarrow3horz()
{
ac13020mmarrow3horz = newClientHudElem( self );
ac13020mmarrow3horz.x = 25;
ac13020mmarrow3horz.y = 18;
ac13020mmarrow3horz.alignX = "center";
ac13020mmarrow3horz.alignY = "middle";
ac13020mmarrow3horz.horzAlign = "center";
ac13020mmarrow3horz.vertAlign = "middle";
ac13020mmarrow3horz.foreground = true;
ac13020mmarrow3horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow3horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3horz destroy();
}
ac13020mmarrow4vert()
{
ac13020mmarrow4vert = newClientHudElem( self );
ac13020mmarrow4vert.x = 25;
ac13020mmarrow4vert.y = 27;
ac13020mmarrow4vert.alignX = "center";
ac13020mmarrow4vert.alignY = "middle";
ac13020mmarrow4vert.horzAlign = "center";
ac13020mmarrow4vert.vertAlign = "middle";
ac13020mmarrow4vert.foreground = true;
ac13020mmarrow4vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow4vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4vert destroy();
}
ac13020mmarrow4horz()
{
ac13020mmarrow4horz = newClientHudElem( self );
ac13020mmarrow4horz.x = 30;
ac13020mmarrow4horz.y = 23;
ac13020mmarrow4horz.alignX = "center";
ac13020mmarrow4horz.alignY = "middle";
ac13020mmarrow4horz.horzAlign = "center";
ac13020mmarrow4horz.vertAlign = "middle";
ac13020mmarrow4horz.foreground = true;
ac13020mmarrow4horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow4horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4horz destroy();
}
ac130weapons()
{
self endon("death");
for(;Wink
{
self.ac130weapon = "1";
if(self.ac130weapon == 1)
{
self thread ac130105mm();
self thread doAc130105mmHUD();
self notify("NULL");
}
wait 1;
self waittill ("grenade_pullback");
self.ac130weapon = "2";
if(self.ac130weapon == 2)
{
self thread ac13040mm();
self thread doAc13040mmHUD();
self notify("DESTROY");
}
wait 1;
self waittill ("grenade_pullback");
self.ac130weapon = "3";
if(self.ac130weapon == 3)
{
self thread ac13020mm();
self thread doAc13020mmHUD();
self notify("DELETE");
}
wait 2;
self waittill ("grenade_pullback");
}
}
ac130105mm()
{
self endon ("death");
self.ac130weapon = "1";
self iPrintln("^5105mm Cannon Ready For Action!");
self takeallweapons();
self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "defaultweapon_mp" );
for(;Wink
{
self waittill( "begin_firing" );
if(self.ac130weapon == "1")
{
self iPrintln("^1Arming 105mm Cannon!");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
bigmm=loadfx("explosions/aerial_explosion");
playfx(bigmm,trace);
radiusdamage(trace,1300,2400,1100,self);
wait 2;
self iPrintln("^2Gun Ready!");
}
}
}
ac13040mm()
{
self endon ("death");
self.ac130weapon = "2";
self iPrintln("^340mm Cannon Ready For Action!");
for(;Wink
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "2")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
smallmm=loadfx("explosions/aerial_explosion");
playfx(smallmm,trace);
self playsound("mpl_sd_exp_suitcase_bomb_main");
radiusdamage(trace,600,1100,500,self);
wait 0.7;
}
}
}
ac13020mm()
{
self endon("death");
self.ac130weapon = "3";
self iPrintln("^220mm Gun Ready For Action!");
self takeallweapons();
self GiveWeapon( "ak47_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "ak47_mp" );
for(;Wink
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "3")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
radiusdamage(trace,300,500,200,self);
}
}
}
ac130timer( duration )
{
level.HUDItem[ "timer" ] = newClientHudElem( self );
level.HUDItem[ "timer" ].x = -100;
level.HUDItem[ "timer" ].y = 20;
level.HUDItem[ "timer" ].alignX = "right";
level.HUDItem[ "timer" ].alignY = "bottom";
level.HUDItem[ "timer" ].horzAlign = "right";
level.HUDItem[ "timer" ].vertAlign = "bottom";
level.HUDItem[ "timer" ].font = "objective";
level.HUDItem[ "timer" ].fontScale = 2.5;
level.HUDItem[ "timer" ] setTimer( 60.0 );
level.HUDItem[ "timer" ].alpha = 1.0;
level.HUDItem[ "timer" ] setTimer( duration );
self waittill( "death" );
level.HUDItem[ "timer" ] destroy();
}
Map/load screen
mp_backlot loadscreen_mp_backlot
mp_bloc
loadscreen_mp_bloc
mp_bog
loadscreen_mp_bog
mp_cargoship
loadscreen_mp_cargoship
mp_citystreets loadscreen_mp_citystreets
mp_convoy
loadscreen_mp_convoy
mp_countdown
loadscreen_mp_countdown
mp_crash
loadscreen_mp_crash
mp_crossfire
loadscreen_mp_crossfire
mp_farm
loadscreen_mp_farm
mp_overgrown
loadscreen_mp_overgrown
mp_pipeline
loadscreen_mp_pipeline
mp_shipment
loadscreen_mp_shipment
mp_showdown
loadscreen_mp_showdown
mp_strike
loadscreen_mp_strike
mp_vacant
loadscreen_mp_vacant
mp_broadcast
Class Color Codes
^1 - RED
^2 - GREEN
^3 - YELLOW
^4 - BLUE
^5 - CYAN
^6 - PINK
^7 - WHITE
^8 - DEFAULT MAP COLOR
^9 - GREY OR DEFAULT MAP COLOR
^0 - BLACK
Patch_mp.ff Downloads:
Infinite Dimebag: [ Register or Signin to view external links. ] . ly/49fGW
Cows Infectable Mod menu: [ Register or Signin to view external links. ] . ly/49fbS
iKraze Mod Menu: [ Register or Signin to view external links. ] . ly/49fwn
XMT's PimP Menu 6 R2R [ Register or Signin to view external links. ] . ly/4FpW0
Note: Remove The Space Before You Go To The Link
Cows Infectable Mod menu: [ Register or Signin to view external links. ] . ly/49fbS
iKraze Mod Menu: [ Register or Signin to view external links. ] . ly/49fwn
XMT's PimP Menu 6 R2R [ Register or Signin to view external links. ] . ly/4FpW0
Note: Remove The Space Before You Go To The Link
Brand New Dvar List With Explanations:
0.1: Getting started
Downloads
0.2 - 0.5: Scripts
God mode
Infinite ammo
Unlock all
Setting stats
Giving killstreaks
Text
Teleport
Set model
Activate mods on occasions
Map restart
Freeze player
Allow players to do actions
Give weapons
0.6: Dvar usage
Types of Dvars
Descriptions
0.7: Dvar dump
Links
0.8 - 0.9: CFG/CFG Scripting
Commands
Settings Dvars
Toggling Dvars
Binding
1.0: Wrap-up
Final words
0.2 - 0.5: Scripts
God Mode
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
Unlimited Ammo
There are multiple ways to do unlimited ammo in COD4, one of those ways is by dvars, see fig 0.1 for reference. The second way is with script, see fig 0.2 for reference.
Figure overview:
0.1: Unlimited Ammo Dvar
0.2: Unlimited Ammo Script
Fig 0.1
self setClientDvar( "player_sustainAmmo", "1" );
Fig 0.2
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
Unlock all
UnlockEverything()
{
self endon( "death" );
ProcessBar = createPrimaryProgressBar();
ProcessBarText = createPrimaryProgressBarText();
ProcessBarText setText( "Unlocking Challenges..." );
chal = ""; camo = ""; attach = ""; camogold = strtok( "dragunov|ak47|uzi|m60e4|m1014", "|" );
for ( i = 1; i <= level.numChallengeTiers; i++ )
{
tableName = "mp/challengetable_tier" + i + ".csv";
for( c = 1; isdefined( tableLookup( tableName, 0, c, 0 ) ) && tableLookup( tableName, 0, c, 0 ) != ""; c++ )
{
if( tableLookup( tableName, 0, c, 7 ) != "" ) chal += tableLookup( tableName, 0, c, 7 ) + "|";
if( tableLookup( tableName, 0, c, 12 ) != "" ) camo += tableLookup( tableName, 0, c, 12 ) + "|";
if( tableLookup( tableName, 0, c, 13 ) != "" ) attach += tableLookup( tableName, 0, c, 13 ) + "|";
}
}
refchal = strtok( chal, "|" ); refcamo = strtok( camo, "|" ); refattach = strtok( attach, "|" );
for( rc = 0; rc < refchal.size; rc++ )
{
self setStat( level.challengeInfo[refchal[ rc ]]["stateid"], 255 );
self setStat( level.challengeInfo[refchal[ rc ]]["statid"], level.challengeInfo[refchal[ rc ]]["maxval"] );
Process = ceil( ( ( rc / refchal.size ) * 100 ) );
ProcessBar updateBar( Process / 100 );
wait ( 0.05 );
}
ProcessBarText setText( "Unlocking Attachments.." );
for( at = 0; at < refattach.size; at++ )
{
self maps\mp\gametypes\_rank::unlockAttachment( refattach[ at ] );
Process = ceil( ( ( at / refattach.size ) * 100 ) );
ProcessBar updateBar( Process / 100 );
wait( 0.05 );
}
ProcessBarText setText( "Unlocking Camos." );
for( ca = 0; ca < refcamo.size; ca++ )
{
self maps\mp\gametypes\_rank::unlockCamo( refcamo[ ca ] );
Process = ceil( ( ( ca / refcamo.size ) * 100 ) );
ProcessBar updateBar( Process / 100 );
wait( 0.05 );
}
for( g = 0; g < camogold.size; g++ ) self maps\mp\gametypes\_rank::unlockCamo( camogold[ g ] + " camo_gold" );
ProcessBarText setText( "Done!" );
wait ( 1 );
self setClientDvar( "player_unlock_page", "3" );
ProcessBar destroyElem();
ProcessBarText destroy();
}
Unlocking gold camo's
Usage:
maps\mp\gametypes\_rank::unlockCamo( <camoname> );
All camo codes:
maps\mp\gametypes\_rank::unlockCamo( "dragunov camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "ak47 camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "uzi camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "m60e4 camo_gold" );
maps\mp\gametypes\_rank::unlockCamo( "m1014 camo_gold" );
Setting Stats
Setting your stats allows you to: change your rank, leaderboards, prestige, custom classes, etc. Usage is found in Fig 1.1, and a example of usage is found in Fig 1.2 and in Fig 1.3 it shows multiple statSets which may be useful for reference. There is also an alternative to setting stats using numbers that match the ID of the stat that you wish to mod, usage is in Fig 1.4.
Figure overview:
1.1: statSet Usage
1.2: statSet Example
1.3: statSet's
1.4: self statSet's Using Number ID's
Fig 1.1:
self maps\mp\gametypes\_persistence::statSet( <type>, <value> );
Fig 1.2:
self maps\mp\gametypes\_persistence::statSet( "hits", 676574 );
Fig 1.3:
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self maps\mp\gametypes\_persistence::statSet( "rank", value );
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self maps\mp\gametypes\_persistence::statSet( "rank", value );
self maps\mp\gametypes\_persistence::statSet( "total_hits", value );
self maps\mp\gametypes\_persistence::statSet( "hits", value );
self maps\mp\gametypes\_persistence::statSet( "misses", value );
self maps\mp\gametypes\_persistence::statSet( "accuracy", value );
self maps\mp\gametypes\_persistence::statSet( "rankxp", value );
self maps\mp\gametypes\_persistence::statSet( "score", value );
self maps\mp\gametypes\_persistence::statSet( "kills", value );
self maps\mp\gametypes\_persistence::statSet( "deaths", value );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", value );
self maps\mp\gametypes\_persistence::statSet( "kill_streak", value );
self maps\mp\gametypes\_persistence::statSet( "win_streak", value );
Fig 1.4
self statSet( "<value>", <value> );
Statset list:
Spoiler
Give killstreaks
There are only 3 killstreaks in COD4 and giving them is relatively easy, but killstreaks do not stack on COD4 which is quite sad, anyways, see Fig 2.1 for usage and Fig 2.2 for all killstreak codes.
Figure overview:
2.1: Killstreak Usage
2.2: Kilstreaks + Killstreak usage example
Fig 2.1:
maps\mp\gametypes\_hardpoints::giveHardpointItem( <killstreak> );
Fig 2.2:
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
Text
There are many ways to write text on screen, to display text at the bottom-right see Fig 3.1 for usage. There is also another way of displaying text at the bottom left, this also shows your name and is visible to everyone it is called say and is used on the PC version of the game, but is accessible on the console version see Fig 3.2 for usage. For text at the top of the screen refer to Fig 3.3. That's all for basic text on COD4.
Figure overview:
3.1: Bottom-Left Text
3.2: Say Text
3.3: Top-Middle Text
Color codes:
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Pink
^7 - White
^8 - Default map color
^9 - Grey or default map number
^0 - Black
Fig 3.1:
self iPrintln("Text");
Fig 3.2:
self sayall("text");
Fig 3.3:
self iPrintlnBold("Text");
Teleport
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
self waittill( "weapon_change" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
}
}
Set model
You can set your model, this changes the appearance of your player, you can do things like helicopters, objects, etc.. See Fig 4.1 for usage and Fig 4.2 for an example.
Figure overview:
4.1: setModel usage
4.2: setModel example
Fig 4.1:
self setModel( <modelname> );
Fig 4.2:
self setModel( "vehicle_mig29_desert" );
Invisibility
Almost all of the COD's have a invisibility command. This hides your player model so other players cannot see it, this can be turned on/off, refer to Fig 5.1 for turning invisibility on and Fig 5.2 for turning it off.
Figure overview:
5.1: Invisibility on
5.2: Invisibility off
Fig 5.1:
self hide();
Fig 5.2
self show();
Activate mods on occasions
The buttons are self explanatory so I am just going to post the codes and not explain them. There is no DPAD monitoring but there are ways to tell if a DPAD was pressed or not, anyways, in Fig 6.1 there are button codes and in Fig 6.2 there are button codes with notifies so you can use a waittill.
Figure overview:
6.1: On Buttons
6.2: On Buttons With Notfiy
6.3: On Stand
6.4: On Crouch
6.5: On Prone
6.6: On Certain GTs
Fig 6.1:
if( self UseButtonPressed())
if( self AttackButtonPressed())
if( self AdsButtonPressed())
if( self secondaryOffhandButtonPressed())
if( self FragButtonPressed())
if( self MeleeButtonPressed())
Fig 6.2
if( self UseButtonPressed()) self notify( "X" );
if( self AttackButtonPressed()) self notify( "RT" );
if( self AdsButtonPressed()) self notify( "LT" );
if( self secondaryOffhandButtonPressed()) self notify( "LB" );
if( self FragButtonPressed()) self notify( "RB" );
if( self MeleeButtonPressed()) self nofify( "RS" );
Fig 6.3:
if ( self GetStance() == "stand" )
{
}
Fig 6.4:
if ( self GetStance() == "crouch" )
{
}
Fig 6.5:
if ( self GetStance() == "prone" )
{
}
Fig 6.6:
if((self.name == "GT") || (self.name == level.hostname))
{
}
else
{
}
Map restart
map_restart(false);
Freeze players
player freezeControlsWrapper( <Boolean> );
Allow players to do actions
Figure overview:
7.1: Allow jumping <boolean>
7.2: Allow sprinting <boolean>
7.3: Allow aiming down sights <boolean>
7.4: Allow crouching <boolean>
7.5: Allow standing <boolean>
7.6: Allow movement <boolean>
Fig 7.1:
allowJump(<boolean>);
Fig 7.2
allowSprint(<boolean>);
Fig 7.3
allowADS(<boolean>);
Fig 7.4
allowCrouch(<boolean>);
Fig 7.5
allowStand(<boolean>);
Fig 7.6
player freezeControlsWrapper(<boolean>);
Give weapons
self GiveWeapon( <weaponname> );
Weapon list:
Spoiler
0.6: Dvar usage
Dvars are a set of values that control in-game functions (like run speed and jump height).
Getting dvars: Will use default value if DVAR is undeclared
Figure overview:
0.1: Get Dvar Value (Vector)
0.2: Get Dvar Value (Float)
0.3: Get Dvar Value (Int)
0.5: Get Dvar Value (Universal)
0.6: Match Dvars (temporary)
0.7: Client Dvars (sticky)
Fig 0.1:
getDvarVector( <DVAR>, <default> );
Fig 0.2:
getDvarFloat( <DVAR>, <default> );
Fig 0.3:
getDvarInt( <DVAR>, <default> );
Fig 0.4:
getDvar( <DVAR>, <default> );
Fig 0.5:
setDvar( <DVAR>, <value> );
Fig 0.6:
<player> setClientDvar( <DVAR>, <value> );
0.7: Dvar dumps
Dvar dumps are lists of MOST dvars, this does not include all dvars, there are much better ways of finding Dvars called memory dumps. There are many different lists of Dvars all around the internet, if a list is for blackops that means it's not limited to blackops, some dvars may be usable on CoD 4, even though it's not listed as a Dvar for CoD 4 but is listed for BO.
Links
I will provide you to a CoD 4 dvar dump, if you wish to look through other games dvar dumps find them yourself.
justpaste.it/dvarsantics
0.8 - 0.9: CFG/CFG Scripting
Commands
Spoiler
Setting Dvars
Figure overview:
Fig 0.1: set: Only works with dvars that already exist
Fig 0.2: seta: Can be used to set a new Dvar
Fig 0.3: setu: Sets a cvar so it shows up in dumpuser (its actually set user)
Fig 0.4: sets: Sets a cvar for a server
Fig 0.1:
set <dvar> <value>;
Fig 0.2:
seta <dvar> <value>;
Fig 0.3:
setu <dvar> <value>;
Fig 0.4:
sets <dvar> <value>;
Toggling Dvars
You can toggle dvars using the toggle command in CoD4, this command allows you to toggle values of a dvar you can add as many values as you want, the required amounts are 2 values, i'm not sure if there are limits.
Figure overview:
Fig 1.1: Usage
Fig 1.2: Example usage
Fig 1.1:
<bind> toggle <dvar> <value> <value>
Fig 1.2:
bind BUTTON_BACK toggle jump_height 900 10
Binding
Binding allows you to... well BIND buttons, in other words lets you tie commands to buttons, for example: Pressing RT would let you shoot.. That's a bind.
Figure overview:
Fig 2.1: Usage
Fig 2.2: Example usage
Fig 2.1:
bind <button> <code/command> <value>
Fig 2.2:
bind BUTTON_RTRIG +attack
This Will Be Updated Lots And Become Better -iTz iSC0P3Zzx I Worked Hard On This
Last edited by ElliottsGFX ; edited 8 times in total
The following 5 users thanked ElliottsGFX for this useful post:
gazhotspur (12-19-2011), IrAmO (12-17-2011), XMT_Founder (12-15-2011), Ice-Cool (12-11-2011), TTGxMFL (12-10-2011)
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***UPDATE*** Ultimate Dvar List (Not Myn Just Saving Time Very Happy
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#5. Posted:
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Joined: Dec 09, 201113Year Member
Posts: 38
Reputation Power: 2
this was somewhat helpful. not necessarily for me, but for others it will help. but your reason for Dimebag Derrel and Busted Twinkies. is dumb. because in almost all menu that is halfway decent, you can do that..
and you need to check other menus. i bet you will be surpised on how good they are.
check out the following menus:
-Flyin Turnip + Flyin Pumpkin
-KLST AWESOME
-KILLSHOT707
-RevolutionUKModz
and you need to check other menus. i bet you will be surpised on how good they are.
check out the following menus:
-Flyin Turnip + Flyin Pumpkin
-KLST AWESOME
-KILLSHOT707
-RevolutionUKModz
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#6. Posted:
Status: Offline
Joined: Dec 08, 201014Year Member
Posts: 646
Reputation Power: 29
Status: Offline
Joined: Dec 08, 201014Year Member
Posts: 646
Reputation Power: 29
***Anybody Want Me To Add A Spoiler Bit ???***
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#7. Posted:
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Joined: Mar 30, 201113Year Member
Posts: 3,526
Reputation Power: 178
Status: Offline
Joined: Mar 30, 201113Year Member
Posts: 3,526
Reputation Power: 178
add some patch downloads and align it center
Forums/t=2702099/cowsdudeitzbrian...loads.html
Forums/t=2702099/cowsdudeitzbrian...loads.html
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#8. Posted:
Status: Offline
Joined: Dec 08, 201014Year Member
Posts: 646
Reputation Power: 29
Status: Offline
Joined: Dec 08, 201014Year Member
Posts: 646
Reputation Power: 29
Current wrote add some patch downloads and align it centerWill Do Thanks!!!!!!
Forums/t=2702099/cowsdudeitzbrian...loads.html
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#9. Posted:
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Joined: Nov 21, 201113Year Member
Posts: 140
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Status: Offline
Joined: Nov 21, 201113Year Member
Posts: 140
Reputation Power: 8
thank you very much broo i need the downloads i hope u keep post this but ps u should put more menus in the downloads thxxxxx
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#10. Posted:
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Joined: Dec 08, 201014Year Member
Posts: 646
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Status: Offline
Joined: Dec 08, 201014Year Member
Posts: 646
Reputation Power: 29
Any Time And Its Only Day 1 Im Trying To Get Stickie So I Will Update Like Everyday
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