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COD 5 GOLDEN DEAGLE MODDED ZOMBIES! LOOK
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COD 5 GOLDEN DEAGLE MODDED ZOMBIES! LOOKPosted:
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Joined: May 27, 201014Year Member
Posts: 526
Reputation Power: 42
Status: Offline
Joined: May 27, 201014Year Member
Posts: 526
Reputation Power: 42
K Me And My Friend Named X3N0N Found A Way To Put The Gold Desert Eagle In COD 5 Nazi zombies
We Have The Code But We Need The .GSC File Which Is Basicly The Gun
Mw2 Has It Built In The Game Thats Why You Only Need The Code
But Cod 5 Does NOT Have The .GSC File So Thats Why We Have To Find It
If We Can Find The .GSC File
We Could Be The First To Host With Gold Desert Eagle On Nazi Zombies
We Need Help From You Guys Though, We Need Help Finding This File
Remember You Heard This Idea First From TTG_V3N0M and X3N0N
We Have The Code But We Need The .GSC File Which Is Basicly The Gun
Mw2 Has It Built In The Game Thats Why You Only Need The Code
But Cod 5 Does NOT Have The .GSC File So Thats Why We Have To Find It
If We Can Find The .GSC File
We Could Be The First To Host With Gold Desert Eagle On Nazi Zombies
We Need Help From You Guys Though, We Need Help Finding This File
Remember You Heard This Idea First From TTG_V3N0M and X3N0N
#2. Posted:
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Joined: Mar 06, 201014Year Member
Posts: 2,053
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Joined: Mar 06, 201014Year Member
Posts: 2,053
Reputation Power: 4
my friend has played with golden guns already but not the gold deagle
it would be cool if you get it going good luck
Last edited by vegasgamer ; edited 1 time in total
it would be cool if you get it going good luck
Last edited by vegasgamer ; edited 1 time in total
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#3. Posted:
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thats cool venom i like
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#4. Posted:
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Joined: Jun 18, 200915Year Member
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Joined: Jun 18, 200915Year Member
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Ok I'll try to look for it.
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#5. Posted:
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Joined: Jun 18, 200915Year Member
Posts: 5,611
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Status: Offline
Joined: Jun 18, 200915Year Member
Posts: 5,611
Reputation Power: 254
Is this it?
setModelFromArray( a )
{
self setModel( a[ randomint( a.size ) ] );
}
precacheModelArray( a )
{
for ( i = 0; i < a.size; i++ )
precacheModel( a[ i ] );
}
useOptionalModels()
{
return getdvarint( "g_useGear" );
}
attachHead( headAlias, headArray )
{
if ( !isdefined( level.character_head_index ) )
level.character_head_index = [];
if ( !isdefined( level.character_head_index[ headAlias ] ) )
level.character_head_index[ headAlias ] = randomint( headArray.size );
assert( level.character_head_index[ headAlias ] < headArray.size );
index = ( level.character_head_index[ headAlias ] + 1 ) % headArray.size;
// the designer can overwrite the character
if ( isdefined( self.script_char_index ) )
{
index = self.script_char_index % headArray.size;
}
level.character_head_index[ headAlias ] = index;
self attach( headArray[ index ], "", true );
self.headModel = headArray[ index ];
}
new()
{
self detachAll();
oldGunHand = self.anim_gunHand;
if ( !isdefined( oldGunHand ) )
return;
self.anim_gunHand = "none";
self [[ anim.PutGunInHand ]]( oldGunHand );
}
save()
{
info[ "gunHand" ] = self.anim_gunHand;
info[ "gunInHand" ] = self.anim_gunInHand;
info[ "model" ] = self.model;
info[ "hatModel" ] = self.hatModel;
if ( isdefined( self.name ) )
{
info[ "name" ] = self.name;
println( "Save: Guy has name ", self.name );
}
else
println( "save: Guy had no name!" );
attachSize = self getAttachSize();
for ( i = 0; i < attachSize; i++ )
{
info[ "attach" ][ i ][ "model" ] = self getAttachModelName( i );
info[ "attach" ][ i ][ "tag" ] = self getAttachTagName( i );
}
return info;
}
load( info )
{
self detachAll();
self.anim_gunHand = info[ "gunHand" ];
self.anim_gunInHand = info[ "gunInHand" ];
self setModel( info[ "model" ] );
self.hatModel = info[ "hatModel" ];
if ( isdefined( info[ "name" ] ) )
{
self.name = info[ "name" ];
println( "Load: Guy has name ", self.name );
}
else
println( "Load: Guy had no name!" );
attachInfo = info[ "attach" ];
attachSize = attachInfo.size;
for ( i = 0; i < attachSize; i++ )
self attach( attachInfo[ i ][ "model" ], attachInfo[ i ][ "tag" ] );
}
precache( info )
{
if ( isdefined( info[ "name" ] ) )
println( "Precache: Guy has name ", info[ "name" ] );
else
println( "Precache: Guy had no name!" );
precacheModel( info[ "model" ] );
attachInfo = info[ "attach" ];
attachSize = attachInfo.size;
for ( i = 0; i < attachSize; i++ )
precacheModel( attachInfo[ i ][ "model" ] );
}
/*
sample save / precache / load usage( precache is only required if there are any waits in the level script before load ):
save:
info = foley codescriptscharacter::save();
game[ "foley" ] = info;
changelevel( "burnville", 0, true );
precache:
codescriptscharacter::precache( game[ "foley" ] );
load:
foley codescriptscharacter::load( game[ "foley" ] );
*/
get_random_character( amount )
{
self_info = strtok( self.classname, "_" );
if ( !common_scriptsutility::isSP() )
{
if ( isDefined( self.pers["modelIndex"] ) && self.pers["modelIndex"] < amount )
return self.pers["modelIndex"];
index = randomInt( amount );
self.pers["modelIndex"] = index;
return index;
}
else if ( self_info.size <= 2 )
{
// some custom guy that doesn't use standard naming convention
return randomint( amount );
}
group = "auto"; // by default the type is an auto-selected character
index = undefined;
prefix = self_info[ 2 ]; // merc, marine, etc
// the designer can overwrite the character
if ( isdefined( self.script_char_index ) )
{
index = self.script_char_index;
}
// the designer can hint that this guy is a member of a group of like - spawned guys, so he should use a different index
if ( isdefined( self.script_char_group ) )
{
type = "grouped";
group = "group_" + self.script_char_group;
}
if ( !isdefined( level.character_index_cache ) )
{
// separately store script grouped guys and auto guys so that they dont influence each other
level.character_index_cache = [];
}
if ( !isdefined( level.character_index_cache[ prefix ] ) )
{
// separately store script grouped guys and auto guys so that they dont influence each other
level.character_index_cache[ prefix ] = [];
}
if ( !isdefined( level.character_index_cache[ prefix ][ group ] ) )
{
initialize_character_group( prefix, group, amount );
}
if ( !isdefined( index ) )
{
index = get_least_used_index( prefix, group );
if ( !isdefined( index ) )
{
// fail safe
index = randomint( 5000 );
}
}
while ( index >= amount )
{
index -= amount;
}
level.character_index_cache[ prefix ][ group ][ index ]++;
return index;
}
get_least_used_index( prefix, group )
{
lowest_indices = [];
lowest_use = level.character_index_cache[ prefix ][ group ][ 0 ];
lowest_indices[ 0 ] = 0;
for ( i = 1; i <level> lowest_use )
{
continue;
}
if ( level.character_index_cache[ prefix ][ group ][ i ] < lowest_use )
{
// if its the new lowest, start over on the array
lowest_indices = [];
lowest_use = level.character_index_cache[ prefix ][ group ][ i ];
}
// the equal amounts end up in the array
lowest_indices[ lowest_indices.size ] = i;
}
assertex( lowest_indices.size, "Tried to spawn a character but the lowest indices didn't exist" );
return random( lowest_indices );
}
initialize_character_group( prefix, group, amount )
{
for ( i = 0; i < amount; i++ )
{
level.character_index_cache[ prefix ][ group ][ i ] = 0;
}
}
get_random_weapon( amount )
{
return randomint( amount );
}
random( array )
{
return array [ randomint( array.size ) ];
}
{
self setModel( a[ randomint( a.size ) ] );
}
precacheModelArray( a )
{
for ( i = 0; i < a.size; i++ )
precacheModel( a[ i ] );
}
useOptionalModels()
{
return getdvarint( "g_useGear" );
}
attachHead( headAlias, headArray )
{
if ( !isdefined( level.character_head_index ) )
level.character_head_index = [];
if ( !isdefined( level.character_head_index[ headAlias ] ) )
level.character_head_index[ headAlias ] = randomint( headArray.size );
assert( level.character_head_index[ headAlias ] < headArray.size );
index = ( level.character_head_index[ headAlias ] + 1 ) % headArray.size;
// the designer can overwrite the character
if ( isdefined( self.script_char_index ) )
{
index = self.script_char_index % headArray.size;
}
level.character_head_index[ headAlias ] = index;
self attach( headArray[ index ], "", true );
self.headModel = headArray[ index ];
}
new()
{
self detachAll();
oldGunHand = self.anim_gunHand;
if ( !isdefined( oldGunHand ) )
return;
self.anim_gunHand = "none";
self [[ anim.PutGunInHand ]]( oldGunHand );
}
save()
{
info[ "gunHand" ] = self.anim_gunHand;
info[ "gunInHand" ] = self.anim_gunInHand;
info[ "model" ] = self.model;
info[ "hatModel" ] = self.hatModel;
if ( isdefined( self.name ) )
{
info[ "name" ] = self.name;
println( "Save: Guy has name ", self.name );
}
else
println( "save: Guy had no name!" );
attachSize = self getAttachSize();
for ( i = 0; i < attachSize; i++ )
{
info[ "attach" ][ i ][ "model" ] = self getAttachModelName( i );
info[ "attach" ][ i ][ "tag" ] = self getAttachTagName( i );
}
return info;
}
load( info )
{
self detachAll();
self.anim_gunHand = info[ "gunHand" ];
self.anim_gunInHand = info[ "gunInHand" ];
self setModel( info[ "model" ] );
self.hatModel = info[ "hatModel" ];
if ( isdefined( info[ "name" ] ) )
{
self.name = info[ "name" ];
println( "Load: Guy has name ", self.name );
}
else
println( "Load: Guy had no name!" );
attachInfo = info[ "attach" ];
attachSize = attachInfo.size;
for ( i = 0; i < attachSize; i++ )
self attach( attachInfo[ i ][ "model" ], attachInfo[ i ][ "tag" ] );
}
precache( info )
{
if ( isdefined( info[ "name" ] ) )
println( "Precache: Guy has name ", info[ "name" ] );
else
println( "Precache: Guy had no name!" );
precacheModel( info[ "model" ] );
attachInfo = info[ "attach" ];
attachSize = attachInfo.size;
for ( i = 0; i < attachSize; i++ )
precacheModel( attachInfo[ i ][ "model" ] );
}
/*
sample save / precache / load usage( precache is only required if there are any waits in the level script before load ):
save:
info = foley codescriptscharacter::save();
game[ "foley" ] = info;
changelevel( "burnville", 0, true );
precache:
codescriptscharacter::precache( game[ "foley" ] );
load:
foley codescriptscharacter::load( game[ "foley" ] );
*/
get_random_character( amount )
{
self_info = strtok( self.classname, "_" );
if ( !common_scriptsutility::isSP() )
{
if ( isDefined( self.pers["modelIndex"] ) && self.pers["modelIndex"] < amount )
return self.pers["modelIndex"];
index = randomInt( amount );
self.pers["modelIndex"] = index;
return index;
}
else if ( self_info.size <= 2 )
{
// some custom guy that doesn't use standard naming convention
return randomint( amount );
}
group = "auto"; // by default the type is an auto-selected character
index = undefined;
prefix = self_info[ 2 ]; // merc, marine, etc
// the designer can overwrite the character
if ( isdefined( self.script_char_index ) )
{
index = self.script_char_index;
}
// the designer can hint that this guy is a member of a group of like - spawned guys, so he should use a different index
if ( isdefined( self.script_char_group ) )
{
type = "grouped";
group = "group_" + self.script_char_group;
}
if ( !isdefined( level.character_index_cache ) )
{
// separately store script grouped guys and auto guys so that they dont influence each other
level.character_index_cache = [];
}
if ( !isdefined( level.character_index_cache[ prefix ] ) )
{
// separately store script grouped guys and auto guys so that they dont influence each other
level.character_index_cache[ prefix ] = [];
}
if ( !isdefined( level.character_index_cache[ prefix ][ group ] ) )
{
initialize_character_group( prefix, group, amount );
}
if ( !isdefined( index ) )
{
index = get_least_used_index( prefix, group );
if ( !isdefined( index ) )
{
// fail safe
index = randomint( 5000 );
}
}
while ( index >= amount )
{
index -= amount;
}
level.character_index_cache[ prefix ][ group ][ index ]++;
return index;
}
get_least_used_index( prefix, group )
{
lowest_indices = [];
lowest_use = level.character_index_cache[ prefix ][ group ][ 0 ];
lowest_indices[ 0 ] = 0;
for ( i = 1; i <level> lowest_use )
{
continue;
}
if ( level.character_index_cache[ prefix ][ group ][ i ] < lowest_use )
{
// if its the new lowest, start over on the array
lowest_indices = [];
lowest_use = level.character_index_cache[ prefix ][ group ][ i ];
}
// the equal amounts end up in the array
lowest_indices[ lowest_indices.size ] = i;
}
assertex( lowest_indices.size, "Tried to spawn a character but the lowest indices didn't exist" );
return random( lowest_indices );
}
initialize_character_group( prefix, group, amount )
{
for ( i = 0; i < amount; i++ )
{
level.character_index_cache[ prefix ][ group ][ i ] = 0;
}
}
get_random_weapon( amount )
{
return randomint( amount );
}
random( array )
{
return array [ randomint( array.size ) ];
}
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#6. Posted:
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Joined: Mar 27, 201014Year Member
Posts: 9,760
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if u do this i will love your babys forever =]
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#7. Posted:
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Joined: Feb 13, 201014Year Member
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Joined: Feb 13, 201014Year Member
Posts: 998
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If this works out ill give you a virtual high five!
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#8. Posted:
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Joined: Jun 18, 200915Year Member
Posts: 5,611
Reputation Power: 254
Status: Offline
Joined: Jun 18, 200915Year Member
Posts: 5,611
Reputation Power: 254
I think I found it man. The .gsc has coding due with the guns.
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#9. Posted:
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Joined: Jul 09, 201014Year Member
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please let me kno if tht code works
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#10. Posted:
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Joined: May 27, 201014Year Member
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Joined: May 27, 201014Year Member
Posts: 526
Reputation Power: 42
TTG_RANGER wrote I think I found it man. The .gsc has coding due with the guns.
HOLY F***
I Think You DID
I Was Seaching For That For About 8 Hours now
Ill Test it
Ill Let You know by tomorow
THANKS RANGER <3
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