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COD 5 GOLDEN DEAGLE MODDED ZOMBIES! LOOK
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COD 5 GOLDEN DEAGLE MODDED ZOMBIES! LOOKPosted:

TTG_V3N0M
  • Wise One
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Joined: May 27, 201014Year Member
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Status: Offline
Joined: May 27, 201014Year Member
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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
#2. Posted:
vegasgamer
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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
#3. Posted:
-Fresh
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thats cool venom i like
#4. Posted:
IndigenousPineal
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Ok I'll try to look for it.
#5. Posted:
IndigenousPineal
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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 ) ];
}
#6. Posted:
Na_Palm
  • TTG Warrior
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Joined: Mar 27, 201014Year Member
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if u do this i will love your babys forever =]
#7. Posted:
Skizzater13
  • TTG Natural
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Joined: Feb 13, 201014Year Member
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Joined: Feb 13, 201014Year Member
Posts: 998
Reputation Power: 44
If this works out ill give you a virtual high five!
#8. Posted:
IndigenousPineal
  • TTG Undisputed
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Joined: Jun 18, 200915Year Member
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Posts: 5,611
Reputation Power: 254
I think I found it man. The .gsc has coding due with the guns.
#9. Posted:
ad8stephmann
  • TTG Master
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Joined: Jul 09, 201014Year Member
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Joined: Jul 09, 201014Year Member
Posts: 805
Reputation Power: 39
please let me kno if tht code works
#10. Posted:
TTG_V3N0M
  • Wise One
Status: Offline
Joined: May 27, 201014Year Member
Posts: 526
Reputation Power: 42
Status: Offline
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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