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How to | USB | Mod Cod WaW
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How to | USB | Mod Cod WaWPosted:

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[size=18pt]CODING SVG'S FROM BASIC TO MENUS[/size]
[size=8pt](this topic will easily have 10,000-20,000 characters, it has taken a long time to type, and I have put a lot of effort in, so could you please appreciate this when you read it, thanks)[/size]
So, this is my tutorial on how to code a modded savegame from the basics of bind saves, to mod menus.

Okay so you might know how to do a bind save already, you can either read through and refresh your memory, or you can just skip to the next stage.

[size=18pt]Basic Bind Saves[/size]
Okay, a basic bind save is just a save with a couple of buttons binded to do a few things, usually around 4 things.

The start of EVERY is using the activeaction, without this your save is going to do nothing and not work. Just for time purposes I'm not going to use CoDTool, I'm going to do everything like you would with Walkers tool because it's a lot easier and CoDTool is a waste of time.

Okay so to start we're going to get our activeaction;
Code:
-----------------------------------------------------------------------
set activeaction
------------------------------------------------
That is the base to getting our save to work. Now we need to bind a button to do execute the activeaction.
The button binds that CoD W@W has are as followed;
-------------------------------------------------------------------------------------
Code:
bind BUTTON_RTRIG "+attack" (Right Trigger)
bind BUTTON_LTRIG "+speed_throw" (Left Trigger)

bind BUTTON_RSHLDR "+frag" (Right Bumper)
bind BUTTON_LSHLDR "+smoke" (Left Bumper)

bind BUTTON_RSTICK "+melee" (Right Stick)
bind BUTTON_LSTICK "+breath_sprint" (Left Stick)

bind BUTTON_A "+gostand" (A)
bind BUTTON_B "+stance" (B)
bind BUTTON_X "+usereload" (X)
bind BUTTON_Y "weapnext" (Y)

bind DPAD_UP "+actionslot 1" (DPAD Up)
bind DPAD_DOWN "+actionslot 2" (DPAD Down)
bind DPAD_LEFT "+actionslot 3" (DPAD left)
bind DPAD_RIGHT "+actionslot 4" (DPAD Right)

bind BUTTON_BACK "togglescores" (Back)
bind BUTTON_START "togglemenu" (Start)
---------------------------------------------------------------------------------------------------------
All of these are set to their default binds, but we'll get to that later.
Now we know our button binds we're going to select which button we want to execute our activeaction, let's choose the start button, so button_start, we now have this;
--------------------------------------------------------
Code:
set activeaction bind button_start
-----------------------------------------------------------
Sorry to say, but yet again this would still do nothing because we haven't set a variable string yet, a variable string is the term given to a 'DVAR' which can have any value, for example, we have the variable string ActiveAction since we can have any value for it, the game reads variable strings as 'vstr'. Now we know this we can set a variable string to our start button;
----------------------------------------------------------------
Code:
set activeaction bind button_start vstr a
---------------------------------------------------------
This will then execute the 'vstr a' when the start button is pressed. But since we are using 'bind' we lose function of our start button, so get around this we use 'bind2' instead, what this does is, it sets a second bind to the start button, so when the start button is pressed it will execute the default bind, which is to open the pause menu, and the second bind we set it to, so we have set the second bind to 'vstr a';
----------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
--------------------------------------------------------------
There now we have this we need to set our 'a' vstr, we do so using Walker's tool by doing this;
---------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a
---------------------------------------------------------------------------
We have just set up our variable string for the 'a' vstr, now we need to set our commands to it. Thanks to Walker's tool we can have all of our commands on one line. For the basic bind save people normally bind the dpads, and if we look back at our bind list, we can see that our dpad binds are;
-------------------------------------------------------------------------------
Code:
bind DPAD_UP "+actionslot 1" (DPAD Up)
bind DPAD_DOWN "+actionslot 2" (DPAD Down)
bind DPAD_LEFT "+actionslot 3" (DPAD left)
bind DPAD_RIGHT "+actionslot 4" (DPAD Right)
---------------------------------------------------------------------------------
So, lets put these in our code;
------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a bind2 dpad_up "command";bind2 dpad_down "command";bind2 dpad_right "command";bind2 dpad_left "command";
------------------------------------------------------------------------------------------------------------------------
Notice how I've separated all of our dpad binds using the semi-colon? Well yes, anything we do we separate our commands using the semi-colon, if you didn't the game will not recognise the command and nothing will happen.
Now back to the code, I put "command" after each bind, when the dpads are press the game will come up with an error message saying "unknowncmd command" this is because command is not a recognised dvar in the game so it will do nothing. So lets put some dvars/commands in, here's the dvar and command list that I use.
------------------------------------------------------------------------------------------------------------------------
DVAR LIST
Command list;
Code:
god
give all
dropweapon
ufo
demigod
notarget
give ammo
take all
quit
killserver
kill
fast_restart
map_restart
------------------------------------------------------------------------------------------------------------------------------------------------------------
You probably don't know what a mass majority of dvars or commands do, but I will tell you the dvars and commands which go into bind saves the most.
Okay so the most common commands are;

Code:
God - Makes the player unable to die
NoClip -The player can fly around the map, through buildings walls and barriers
Give All -The Player will receive every weapon in the game + a few hidden weapons
NoTarget -The Player Becomes invisible to the zombies, but the player cannot earn points when this is active
DropWeapon -The player drops the weapon on the floor that they are currently holding
Okay, that is the 5 most common commands, but we only have 4 binds...? Hmm, to get around this we can set one of our commands to activate once we press start. To do this we put it at the start of the vstr 'a' like so;
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Code:
set activeaction bind2 button_start vstr a
set a give all;bind2 dpad_up god;bind2 dpad_down dropweapon;bind2 dpad_right noclip;bind2 dpad_left notarget;
----------------------------------------------------------------------------------------------------------------------------
As you can see I have also put our commands into the selected binds, obviously you don't have to have them in that order, it's just random, it makes no difference.
So, so far we have it so when you press the start button, we get all weapons, and when the dpads are pressed we get our selected command.
What we can also have is some dvars, because to be honest just commands is boring.
So that you don't have to search the dvar lists, test dvars ectect here's some common bind save dvars (all dvars are in the format "dvar" "value", the value edits the effect of that dvar);
------------------------------------------------------------------------------------------------------------------------
Code:
jump_height 999;g_gravity 100 - Super Jump
player_sustainammo 1 - Infinite Ammo
cg_laserforceon 1 - A little lasersight coming off of the gun
g_knockback 99999 - When hit by a zombie you fly really far back
developeruser 1 - Activeactions special clantags
set clanname RAIN;updategamerprofile - Gives you the clanntag rain which when used with developeruser 1 we get a rainbow coloured name
bg_fallDamageMaxHeight 9999;bg_fallDamageMinHeight 9998 - No fall damage
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So now we have our dvars, lets put them into our code, we can just have them at the end of the code, since they have no bind they will activate when the start button is pressed.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a give all;bind2 dpad_up god;bind2 dpad_down dropweapon;bind2 dpad_right noclip;bind2 dpad_left notarget;jump_height 999;g_gravity 100;player_sustainammo 1;cg_laserforceon 1;g_knockback 99999;developeruser 1;set clanname RAIN;updategamerprofile;bg_fallDamageMaxHeight 9999;bg_fallDamageMinHeight 9998
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Well done, you have just made your first bind SVG. Now onto something a tad more complex

[size=18pt]Control sets[/size]

Okay, so these are basically a bind SVG but bigger, they use any number of different control sets to do different things, so we can rebind the dpads over and over so we get different desired affects.
So, I hope you understand the basics by now from bind saves so I won't go over everything I'll skip straight into it;
----------------------------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr controls1
set controls1 ^5Controls_1;bind dpad_up god;bind dpad_right noclip;bind dpad_left give all;bind dpad_down vstr controls2
set controls2 ^5Controls_1;bind dpad_up dropweapon;bind dpad_right notarget;bind dpad_left take all;bind dpad_down vstr controls1
---------------------------------------------------------------------------------------------------------------------------------------------------------
Okay, missing out all the dvars and stuff I will break this down for you, okay, so remember when I said about the unkown commands coming up as "unknowncmd" well we can use this to our advantage to make text, as you can see I have put "^5Controls_#" in the code, this would basically tell use which controls we're using. Also, you will notice how I have the controls1 vstr, and the controls2 vstr, when dpad down is press it basically just switches between the 2 different controls sets, so when you're on controls1 and you press dpad_up god mode will turn on, but when you're on controls2 when dpad_up is pressed you will drop a weapon. It's simple to understand I hope so I haven't really spent much time on it.

[size=18pt]Toggle-ing DVARS[/size]

Once again this is very basic and I can do it about one line of writing so yeah. A toggle-dvar is a dvar that you can toggle between its available values, to do this we just put 'toggle' before our selected dvar, and then we just put our value after it with our selected values after it. For example;
-------------------------------------------------------------------------------------------------
Code:
bind2 dpad_down toggle player_sustainammo 1 0
--------------------------------------------------------------------
That would toggle infinite ammo on and off. Simple, here's another example;
------------------------------------------------------------------------
Code:
bind2 dpad_up toggle jump_height 100 500 999
-----------------------------------------------------------------------
That would toggle the jump_height between those values.

[size=18pt]Making a basic Menu[/size]

Okay this is the most complex part yet and uses 'set's and some more complex vstr work.
Okay so like before when I said we can toggle control sets we can also do this to toggle options that we want to select, but instead of writing; bind dpad_up vstr xyz, over and over we bind our dpad to a vstr, and just change the vstr, that probably won't make sense but I'll show you how it works now in a code;
----------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a bind dpad_up vstr up;bind dpad_down vstr dn;bind2 button_x vstr xx;bind button_back vstr menu1
----------------------------------------------------------------------------------------------------------------------
Okay so we have this, I haven't set any vstr for the 'dn, up, and xx' yet because we don't directly set them, we keep changing them throughout the code, and I will show you how this worked, so lets start by making our menu1;
------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a bind dpad_up vstr up;bind dpad_down vstr dn;bind2 button_x vstr xx;bind button_back vstr menu1
set menu1 ^5God_Mode;set dn vstr menu2;set up vstr menu5;set xx god;bind button_back vstr close
------------------------------------------------------------------------------------------------------------------
Okay, if you remember from the control sets tutorial I said about using the unknown commands as text, well here we're using it to represent which option we're on, so on menu1 we're on the god mode option, and when we press dpad_down it will go to menu2, as you can see that we set the 'dn' vstr to the menu2 vstr, and we did the same with 'up' just set it to menu5, so when these are pressed it will go to the allocated menu, we have also set our 'xx' to execute the command god. I hope by now that you understand what we have done and how it works. If you don't I advice you keep reading over the code until you understand it.
So lets do the rest of our menu;
---------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a bind dpad_up vstr up;bind dpad_down vstr dn;bind2 button_x vstr xx;bind button_back vstr menu1
set menu1 ^5God_Mode;set dn vstr menu2;set up vstr menu5;set xx god;bind button_back vstr close
set menu2 ^5NoClip;set dn vstr menu3;set up vstr menu1;set xx noclip;bind button_back vstr close
set menu3 ^5Give_All;set dn vstr menu4;set up vstr menu2;set xx give all;bind button_back vstr close
set menu4 ^5NoTarget;set dn vstr menu5;set up vstr menu3;set xx notarget;bind button_back vstr close
set menu5 ^5dropweapon;set dn vstr menu1;set up vstr menu4;set xx dropweapon;bind button_back vstr close
set close bind button_back vstr menu1;set dn +actionslot 2;set up +actionslot 1;set xx +usereload
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Okay as you can see I have added the close vstr, this is to just remove the controls from the menu and set them back to default so that we can use them when we don't want to use the menu, and I have just binded the button_back to re-open the menu.
I can't really explain this more, it's more of me hoping that you can understand it? If you don't please just read back and keep going over until you can.

[size=18pt]Making Sub Menus[/size]
Okay, so we're going to skip ahead at just get our menu base.
----------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a bind dpad_up vstr up;bind dpad_down vstr dn;bind2 button_x vstr xx;bind button_back vstr menu1
set menu1 ^5Menu_1;set dn vstr menu2;set up vstr menu5;set xx vstr sub1;bind button_back vstr close
set menu2 ^5Menu_2;set dn vstr menu3;set up vstr menu1;set xx vstr sub2;bind button_back vstr close
set menu3 ^5Menu_3;set dn vstr menu4;set up vstr menu2;set xx vstr sub3;bind button_back vstr close
set menu4 ^5Menu_4;set dn vstr menu5;set up vstr menu3;set xx vstr sub4;bind button_back vstr close
set menu5 ^5Menu_5;set dn vstr menu1;set up vstr menu4;set xx vstr sub5;bind button_back vstr close
set close bind button_back vstr menu1;set dn +actionslot 2;set up +actionslot 1;set xx +usereload
-----------------------------------------------------------------------------------------------------------------------------------------
Okay see how instead of having options, now I have Menus, and I have changed the 'set xx' from a command to a new vstr, 'vstr sub#' what this will do is, it will link us to a new a sub-menu where we can have many more mods on top each other. For example we can have this;
----------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a bind dpad_up vstr up;bind dpad_down vstr dn;bind2 button_x vstr xx;bind button_back vstr menu1
set menu1 ^5Menu_1;set dn vstr menu2;set up vstr menu5;set xx vstr sub1;bind button_back vstr close
set sub1 ^5God;set dn vstr sub1_1;set up vstr sub1_1;set xx god;bind button_back vstr menu1
set sub1_1 ^5NoClip;set dn vstr sub1;set up vstr sub1;set xx noclip;bind button_back vstr menu1
set menu2 ^5Menu_2;set dn vstr menu3;set up vstr menu1;set xx vstr sub2;bind button_back vstr close
set menu3 ^5Menu_3;set dn vstr menu4;set up vstr menu2;set xx vstr sub3;bind button_back vstr close
set menu4 ^5Menu_4;set dn vstr menu5;set up vstr menu3;set xx vstr sub4;bind button_back vstr close
set menu5 ^5Menu_5;set dn vstr menu1;set up vstr menu4;set xx vstr sub5;bind button_back vstr close
set close bind button_back vstr menu1;set dn +actionslot 2;set up +actionslot 1;set xx +usereload
----------------------------------------------------------------------------------------------------------------------------------------------------------
Okay, hopefully you get the jist of it from that, for time purposes I can't code a whole menu, but all you need to know is as long as you bind a button to go back to the main menu, like I have with binding the back button to go to menu1. So yeah it's the same principal as before, just more mods, and more organised.

[size=18pt]Making A Basic Scroll Menu[/size]
Okay, this is just a basic scroll menu, but nevertheless it's the most complex out of all the coding here. But still pretty simple if you've grasped everything up to now. The main difference to what we had before and now is, is that we can see all the options on the screen and can scroll between, and we introduce new dvars on the menu open and close. So lets get our menu base.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set ActiveAction bind2 button_start vstr a
set a Bind2 button_x vstr XX;Bind dpad_down vstr DN;bind dpad_up vstr UP;bind button_back "vstr m1;con_gameMsgWindow0MsgTime 99999";bind button_rstick vstr bk;Developer_script 1;con_gameMsgWindow0LineCount 5;con_gameMsgWindow0FadeOutTime 30;con_gameMsgWindow0Filter gamenotify obituary;con_gameMsgWindow0ScrollTime 0.001
set open bind button_back vstr on1
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Okay this may look a tad 'scary' compared to what we had before but this just basically makes it so we have a smooth scroll and the text is on at all times. Notice on the bind button_back I have used speech marks and have 2 things with them, the vstr m1, and setting the message time to 99999, if you ever want to bind more than one thing to a button you simply just put all the stuff that you want binded within the speech marks. In this code we have set the linecount to 5, as you can see here "con_gameMsgWindow0LineCount 5" this means that we can have 5 options present at a time. So lets add our menu close, since it's a little different to what we had before.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set ActiveAction bind2 button_start vstr a
set a Bind2 button_x vstr XX;Bind dpad_down vstr DN;bind dpad_up vstr UP;bind button_back "vstr m1;con_gameMsgWindow0MsgTime 99999";bind button_rstick vstr bk;Developer_script 1;con_gameMsgWindow0LineCount 5;con_gameMsgWindow0FadeOutTime 30;con_gameMsgWindow0Filter gamenotify obituary;con_gameMsgWindow0ScrollTime 0.001
set open bind button_back vstr on1
set close con_gamemsgwindow0msgtime 0;1;2;3;4;5;bind button_back "vstr m1;con_gameMsgWindow0MsgTime 99999";set dn +actionslot 2;set up +actionslot 1;set bk +melee
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As you can see in the close we reset all the binds AND we set the message time to 0, this just means that any NEW printed message will be on 0 seconds, so we then print on 5 new commands to remove the current text that we have on there. If this doesn't make sense, just accept it, if keep looking over until it does. Okay, we're going to make our menu base now.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set ActiveAction bind2 button_start vstr a
set a Bind2 button_x vstr XX;Bind dpad_down vstr DN;bind dpad_up vstr UP;bind button_back "vstr m1;con_gameMsgWindow0MsgTime 99999";bind button_rstick vstr bk;Developer_script 1;con_gameMsgWindow0LineCount 5;con_gameMsgWindow0FadeOutTime 30;con_gameMsgWindow0Filter gamenotify obituary;con_gameMsgWindow0ScrollTime 0.001
set open bind button_back vstr on1
set close con_gamemsgwindow0msgtime 0;1;2;3;4;5;bind button_back "vstr m1;con_gameMsgWindow0MsgTime 99999";set dn +actionslot 2;set up +actionslot 1;set bk +melee
set m1 ^1Menu1;^6Menu2;^6Menu3;^6Menu4;^6Menu5;set XX vstr sub1;set DN vstr m2;set UP vstr m5;set bk vstr close
set m2 ^6Menu1;^1Menu2;^6Menu3;^6Menu4;^6Menu5;set XX vstr sub2;set DN vstr m3;set UP vstr m1;set bk vstr close
set m3 ^6Menu1;^6Menu2;^1Menu3;^6Menu4;^6Menu5;set XX vstr sub3;set DN vstr m4;set UP vstr m2;set bk vstr close
set m4 ^6Menu1;^6Menu2;^6Menu3;^1Menu4;^6Menu5;set XX vstr sub4;set DN vstr m5;set UP vstr m3;set bk vstr close
set m5 ^6Menu1;^6Menu2;^6Menu3;^6Menu4;^1Menu5;set XX vstr sub5;set DN vstr m1;set UP vstr m4;set bk vstr close
------------------------------------------------------------------------------------------------------------------------------------------
Okay, as you can see the code we use is longer, but thanks to Walker's tool, this doesn't matter. But anyway as you should notice, on every vstr we have our whole menu preset, we just change the colour of the text to show which option is highlighted, our controls stay the same as we had before with the other menu, we just display the whole menu each time, this just creates the look of the menu scrolling. Okay, to now add a submenu we do EXACTLY the same as we did before, just the only difference is that we put each sub option present at each time, I will code one sub-menu just to show you what I mean.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set ActiveAction bind2 button_start vstr a
set a Bind2 button_x vstr XX;Bind dpad_down vstr DN;bind dpad_up vstr UP;bind button_back "vstr m1;con_gameMsgWindow0MsgTime 99999";bind button_rstick vstr bk;Developer_script 1;con_gameMsgWindow0LineCount 5;con_gameMsgWindow0FadeOutTime 30;con_gameMsgWindow0Filter gamenotify obituary;con_gameMsgWindow0ScrollTime 0.001
set open bind button_back vstr on1
set close con_gamemsgwindow0msgtime 0;1;2;3;4;5;bind button_back "vstr m1;con_gameMsgWindow0MsgTime 99999";set dn +actionslot 2;set up +actionslot 1;set bk +melee
set m1 ^1Menu1;^6Menu2;^6Menu3;^6Menu4;^6Menu5;set XX vstr sub1;set DN vstr m2;set UP vstr m5;set bk vstr close
set m2 ^6Menu1;^1Menu2;^6Menu3;^6Menu4;^6Menu5;set XX vstr sub2;set DN vstr m3;set UP vstr m1;set bk vstr close
set m3 ^6Menu1;^6Menu2;^1Menu3;^6Menu4;^6Menu5;set XX vstr sub3;set DN vstr m4;set UP vstr m2;set bk vstr close
set m4 ^6Menu1;^6Menu2;^6Menu3;^1Menu4;^6Menu5;set XX vstr sub4;set DN vstr m5;set UP vstr m3;set bk vstr close
set m5 ^6Menu1;^6Menu2;^6Menu3;^6Menu4;^1Menu5;set XX vstr sub5;set DN vstr m1;set UP vstr m4;set bk vstr close
set sub1 ^1Option1;^6Option2;^6Option3;^6Option4;^6Option5;set dn vstr sub1_2;set up vstr sub1_5;set bk vstr m1;set xx "command"
set sub1_2 ^6Option1;^1Option2;^6Option3;^6Option4;^6Option5;set dn vstr sub1_3;set up vstr sub1;set bk vstr m1;set xx "command"
set sub1_3 ^6Option1;^6Option2;^1Option3;^6Option4;^6Option5;set dn vstr sub1_4;set up vstr sub1_2;set bk vstr m1;set xx "command"
set sub1_4 ^6Option1;^6Option2;^6Option3;^1Option4;^6Option5;set dn vstr sub1_5;set up vstr sub1_3;set bk vstr m1;set xx "command"
set sub1_5 ^6Option1;^6Option2;^6Option3;^6Option4;^1Option5;set dn vstr sub1;set up vstr sub1_4;set bk vstr m1;set xx "command"
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
As you can see it's just the same as the other menu we did, just with every option showing at one time, and we still link it back to the main menu so that we can have a fully functioning menu.

So that is the basics, once you do one basic menu, try doing another, but keep getting more and more complex each time, if you want some complex stuff make sure to check out this topic!


[size=18pt]How to do instructions on SVG spawn.[/size]

Okay, I couldn't really describe this well, but this is how you would basically make it so when you spawned for the FIRST time in a zombies game you would automatically get it so instructions were displayed on the screen without doing anything, then them not appearing any game after that.
Okay the basics of this is, we loop our activeaction, but whilst looping we have it change the loop, so the base of any loop is;
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction vstr loop
set loop set activeaction vstr loop;vstr first
------------------------------------------------------------------------------------------
Obviously you put anything else that would normally go into your activeaction after the vstr loop;. The first is to tell the game what we want it to do on the first spawn, so lets continue the script;
-------------------------------------------------------------------------------
Code:
set activeaction vstr loop
set loop set activeaction vstr loop;vstr first
set first killserver;set first vstr second
------------------------------------------------------------------------------------------
Okay, so this is the activeaction from when we load it first time, when we load the campaign, so it just kills the server so that we don't have to do the "Start > Save & Quit" just to speed the process up.
Okay our next step is to put in our "Second" vstr.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction vstr loop
set loop set activeaction vstr loop;vstr first
set first killserver;set first vstr second
set second r_scaleviewport 0;r_brightness -1;notarget;con_minicon 1;con_minicontime 99999;con_miniconlines 4;cl_noprint 0;say {BUTTON_BACK}To Open/Close;say {BUTTON_X} To Select;say {BUTTON_RSTICK} To Go Back;say DPADS To Scroll;wait 13;cl_noprint 1;wait 1000;r_scaleviewport 1;set first vstr third;wait 1;fast_restart
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Okay so this would set it to make the players screen go black and show the instructions for 10 seconds, then do a fast_restart, after setting the first vstr to third. So let's do our third.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set activeaction vstr loop
set loop set activeaction vstr loop;vstr first
set first killserver;set first vstr second
set second r_scaleviewport 0;r_brightness -1;notarget;con_minicon 1;con_minicontime 99999;con_miniconlines 4;cl_noprint 0;say {BUTTON_BACK}To Open/Close;say {BUTTON_X} To Select;say {BUTTON_RSTICK} To Go Back;say DPADS To Scroll;wait 13;cl_noprint 1;wait 1000;r_scaleviewport 1;set first vstr third;wait 1;fast_restart
set third *ENTER ANY DVARS/VSTRS HERE*
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
So yeah just enter any DVAR's/vstr's that you want to do on the spawn there and well done, you've done it.
Any bugs with this just post below and I'll help.


[size=18pt]MASS collection of DVAR stuff.[/size]

[size=1em]Credits go to;[/size]
[size=1.45em]Jake000001111[/size]
[size=1.45em]Techkid[/size]


[size=1.45em]Shaders;[/size]
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
r_sun_from_dvars 1;r_sun_fx_position -90;r_sunflare_shader 100;r_sunsprite_shader 100
-------------------------------------------------------------------------------------------------------------
[size=1.45em]Shaders lock;[/size]
-----------------------------------------------------------------------------------------
Code:
unbindall;player_view_pitch_up 70;player_view_pitch_down -70
------------------------------------------------------------------------------------------------
[size=1.45em]How To use the Shader + Lock them;[/size]
-------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set openmenu r_sun_from_dvars 1;r_sun_fx_position -90;r_sunsprite_shader 100;r_sunflare_max_size 0;r_sunsprite_size 700;unbindall;player_view_pitch_up 70;player_view_pitch_down -70
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set menuclose exec default.cfg;bind button_rstick +melee;bind button_lstick +sprint;player_view_pitch_up 84;player_view_pitch_down 84;r_sunsprite_shader black
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[size=1.45em]Text for all to see;[/size]
----------------------------------------------------------------------------------------------------------------------------------------------
Code:
con_gamemsgwindow#filter client
-----------------------------------------------------------------------------------------------------------------------------------
For example in the activeaction I would put;
-----------------------------------------------------------------------------------------------------------------
Code:
set activeaction bind2 button_start vstr a
set a con_gameMsgWindow0LineCount 9;con_gameMsgWindow0MsgTime 99999;con_gameMsgWindow0FadeOutTime 99999;con_gameMsgWindow1Filter client;con_gameMsgWindow1ScrollTime 0.001
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Then to get the text showing you just put;
----------------------------------------------------------
Code:
set m1 say xyz
-----------------------------------------------------------
[size=78%]Please note, since this uses 'say ' commands, doing a minicon menu with it isn't encouraged since it would spam their screens to ****.[/size]


[size=1.45em]Custom Crosshairs;[/size]
------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
r_sun_from_dvars 1;r_sun_fx_position -90;r_sunflare_max_size 0;r_sunsprite_size 100;r_sunsprite_shader 'your prefered crosshair';cg_drawcrosshair 0
-----------------------------------------------------------------------------------------------------------------------------------------------------------
[size=1.45em]Infect Lobby;[/size]
----------------------------------------------------------------------------------------------------------------------------
Code:
collectible_add collectible_berserker;wait 100;fast_restart
-------------------------------------------------------------------------------------------------------------------------
[size=1.45em]Infinite Flame Thrower;[/size]
------------------------------------------------------------------------------------------------------------
Code:
flame_test 1
--------------------------------------------------------------------------------------------------------------
[size=1.45em]Burst fire;[/size]
--------------------------------------------------------------------------------
Code:
bind button_rtrig "+attack;wait 10;-attack;wait 10;+attack;wait 10;-attack;wait 10;+attack;wait 10;-attack"
-------------------------------------------------------------------------------------------------------
[size=1.45em]Setting custom open/close fx (can get complicated)[/size]
For starters, instead of having your open/closefx like this;
--------------------------------------------------------------------------------------------------------------------------------------
Code:
set openfx r_scaleviewport 0.9;wait 10;...ectect
-----------------------------------------------------------------------------------------------
[size=1em]You want to put it like this;[/size]
-------------------------------------------------------------------------------------------
Code:
set openfx vstr fx
set fx r_scaleviewport 0.9;wait 10;...ectect
-------------------------------------------------------------------------------------------------------------------------------
[size=1em]This has now isolated the open fx into its own vstr, with this we can now set it as we like, for example;[/size]

-------------------------------------------------------------------------------------------
Code:
set openblur set fx "r_blur 0;wait 10;r_blu...ectect"
------------------------------------------------------------------------
We can do this for any openfx, on the closefx its a little more complicated, but same principals apply.


For the closefx you do the exact same thing, but you have to reset every other closefx in every closefx, if that makes sense? For example if we had blur and zoom fx, for the blur close we would do this;

----------------------------------------------------------------------------------
Code:
"r_scaleviewport 1.0;r_blur 10;wait 10;r_blu... ectect"
----------------------------------------------------------------------------
And for the zoom we would do this;

----------------------------------------------------------------------------------
Code:
"r_blur 0;r_scaleviewport 0.0;wait 10;r_scaleview...ectect"
-----------------------------------------------------------------------------------
[size=1.45em]How to create 'blank' text nodes;[/size]
Okay, the title of it doesn't really seem too descriptive since I couldn't think of a better way to put it, but in con_gamemsgwindow, but anyway in these menus when a person can't fill all the lines they tend to just put random text or a '*', anyway, there's a bypass to this which gives blank text, that looks like this;


[size=1em]unknowncmd: Main[/size]
[size=1em]unknowncmd:[/size]

[size=1em]^ The blank node.[/size]


To do this you just put in your code;

----------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
Main;Toggles;Zombies;" " a;" " a
--------------------------------------------------------------------------
The '" " a;' is the blank node, you can't repeat it more than once the same, for example you can't do '" " a;" " a;' you have to put more spaces in for each new one.


[size=1.45em]How to do in-game control sets;[/size]
Okay, so this can get a little complicated, but nevertheless it's simple once you know how;The layout of normal menus when you set the controls is like followed;
-----------------------------------------------------------------------------------
Code:
set config bind dpad_up vstr up;bind dpad_down vstr dn;bind button_x vstr xx
------------------------------------------------------------------------------
We are NOT going to do that, we're going to do it like this;
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set config vstr dnn;vstr upp;vstr xxx;vstr bkkset dnn bind dpad_down vstr dnset upp bind dpad_up vstr upset xxx bind2 button_x vstr xxset bkk bind2 button_rstick bk
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
If you don't know why we've done this, you'll see soon don't worry.Okay, now here is where the customizing part comes in.Say that we wanted to bind the triggers to scroll up and down instead of dpads, we would make our menu witht he base as like;
-----------------------------------------------------------------------------------------------------------------
Code:
say Dpads;say ^1Triggers;say Bumpers...ectect
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Now we have our base ignoring all the code to move around the base we would set our select to this;
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
set xx "unbindall;wait 1;exec default.cfg;exec thumbstick_default.cfg;wait 1;set upp bind button_ltrig vstr up;set dnn bind button_rtrig vstr dn;wait 1;vstr upp;vstr dnn;vstr bkk;vstr xxx"
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
If you don't get this, which I can understand I'll break it down for you.When we press our select it will execute the unbindall, what this does is it will remove EVERY bind (bar apad and bpad) from the controller, so basically if you press a button, nothing happens since there is no bind to it, what this does is it removes the dpads from being binded to do the up and down.It then executes the default.cfg and the thumbstick_default.cfg what this does is it re-binds the whole controller to the default binds on the default layout, so it's like you have modded anything.Okay, we then set the dnn and the upp vstrs to bind the triggers, which is self explains itself (I hope).We then execute the vstrs upp, dnn, bkk, xxx so this gives us our menu control back.Hope that this is easy to follow if it isn't, then I'm sorry, but I can't explain it better.


[size=1.45em]ONLY WORKING INFECTION[/size]
-------------------------------------------------------------------
Code:
collectible_add collectible_berserker;wait 10;fast_restart
-----------------------------------------------------------------------------------------
[size=1.45em]FPS Counter (WORKING):[/size]
----------------------------------------------------------------
Code:
cl_wadefps 1
-------------------------------------------------------------
[size=1.45em]DVAR MISTAKES[/size]


You[size=1.35em] cannot[/size] give anything to 'clients' in game, the only client dvar that I can think of that works is clientkick
------------------------------------------------
Code:
Give Client_#
give player_#
set client #
set player_#
client(dvar) #
---------------------------------------------------------------------------------------------------
Using the deaths to get god, and others working, won't work!
--------------------------------------------------------------------------
Code:
collectible collectible_god
-------------------------------------------------------------------------------
DrawFPS to find location doesn't work, but there's a bypass which is below.
-------------------------------------------------------------------------------
Code:
cg_drawFPS 1/2/3;cg_drawFPSLabels 1
Bypass (Credit to Teh Xtatic (LegendUSBMods)):
-------------------------------------------------------------------------------------------
Code:
Activeaction
bind button_back vstr a
a
con_minicon 1;con_miniconlines 1;con_minicontime 9999;cl_noprint 0;viewpos;wait 05;cl_noprint 1
Using map names to infect other people like in CoD4+5
Code:
ui_mapname bind x vstr a;set a god
--------------------------------------------------------------------------------------------------------
No models work... Except TechKid has nearly got it working... Little b**** won't tell me ._.
---------------------
Code:
any model
-----------------------------------------
any dvar/command/exec that's two or more added together for example
------------------------------------------------------------------------
Code:
updatedvarsfromprofileforclient #
StatSub
statGetInDvar
--------------------------------------------------------------------
Developer mode on which gives error messages
------------------------------------------------------------------------
Code:
developer_script 1;developer 1
--------------------------------------------------------------------
[size=1.45em]ALL the different menu types.[/size]


Side Scroll:
----------------------------------------------------
Code:
con_gameMsgWindow0LineCount 0-9
con_gameMsgWindow0MsgTime 99999
con_gameMsgWindow0FadeOutTime 30
con_gameMsgWindow0Filter gamenotify obituary
con_gameMsgWindow0ScrollTime 0.001
---------------------------------------------
[size=1em]Center Scroll;[/size]
-------------------------------------------------------
Code:
con_gameMsgWindow0LineCount 0
con_gameMsgWindow0MsgTime 0
con_gameMsgWindow0FadeOutTime 30
con_gameMsgWindow1Filter gamenotify obituary
con_gameMsgWindow1ScrollTime 0.001
con_gameMsgWindow1LineCount 0-9
con_gameMsgWindow1MsgTime 99999
-----------------------------------------------------
Bottom of screen scroll ():
---------------------------------------------------
Code:
con_gameMsgWindow0LineCount 0
con_gameMsgWindow0MsgTime 0
con_gameMsgWindow0FadeOutTime 30
con_gameMsgWindow2Filter gamenotify obituary
con_gameMsgWindow2ScrollTime 0.001
con_gameMsgWindow2LineCount 0-9
con_gameMsgWindow2MsgTime 99999
---------------------------------------------------------------------------
Minicon Menu (Credit to Jake000001111);
----------------------------------------------------------------------------------------------------------------
Code:
con_minicon 1;cl_noprint 0;con_minicontime 99999;con_miniconlines 0-100;say TEXT;wait 13;cl_noprint 1
--------------------------------------------------------------------------------------------------------------
How to get a linecount of 12 (Credit to Tech for telling me);
----------------------------------------------------------------------------------------------
Code:
#INSERT CODE FOR WHICH MENU YOU WANT 0,1,2# + con_gameMsgWindow#FadeOuttime 99999
-------------------------------------------------------------------------------------------------
For this you put the linecount as 9!
[size=1.35em]DVAR dump;[/size]
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[size=18pt]Some help with shaders![/size]

Okay, so for some reason people cannot grasp the difference, I don't know why, but oh well.


So when you do the r_sun_from_dvars 1 to get the 'shaders' to work, what happens is you make it so you choose whats game images the sunflare, and the sunsprite take, there is a difference between the 2, a sunsprite shader I can't really describe, but in my opinion these are the best, since these shaders can be coloured and have more 'use' to them, and the second type of shader is the 'sunflare' the sunflare shader is the shader which appears when you look at the sun at a certain angle, in my opinion these shaders are bad because they are dependent on you looking into certain places, and they are black and cannot have a colour change, but these have the advantage over the sunsprite in that some shaders which work for the sunflare don't work for sunsprite, but once again these shaders can only be black, so it removes all diversity from them (my opinion).
What I see is that people not knowing the difference seem to have their menu open for the shaders as;
-----------------------------------------------------------------------------------------------------------------------------------------------------
Code:
r_sun_from_dvars 1;r_sunsprite_shader xyz;r_sunflare_shader xyz;r_sun_fx_postion -90 -90 -90;r_sunsprite_size 700;r_sunflare_max_size 100
---------------------------------------------------------------------------------------------------------------------------------------------
What people don't seem to get is that the sunflare shader doesn't contribute to the sunsprite shader in which they are obviously trying to get.
This is why in the release I did for the shaders I put;
---------------------------------------------------------------------------------------------------------------------------------
Code:
r_sun_from_dvars 1;r_sunsprite_shader xyz;r_sun_fx_postion -90 -90 -90;r_sunsprite_size 700;r_sunflare_max_size 0
-----------------------------------------------------------------------------------------------------------------------
This removes the sunflare from the equation so that you didn't get mixed up.
So hoped this helped you to understand the difference.
Another thing I saw was that people seem to have this;
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Code:
r_sun_fx_position -90 -90 -90
----------------------------------------------
I don't blame people for doing this since it isn't really obvious, but the sun_fx_position is only affected by the first value, you don't need the second 2, since the shader position works on rotation on the PHB axis (graphical terms, you can just call them XYZ) the second 2 don't affect them so you can just ignore them a put;
----------------------------------------------------------------
Code:
r_sun_fx_position -90
-----------------------------------------
And the game will automatically put this to;
-------------------------------------------------------------
Code:
r_sun_fx_postion -90 0 0
---------------------------------------------------
And will have NO affect to the shader position at all.
#2. Posted:
Decayed_Graphik
  • Rising Star
Status: Offline
Joined: Oct 22, 201113Year Member
Posts: 734
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Status: Offline
Joined: Oct 22, 201113Year Member
Posts: 734
Reputation Power: 111
Copy and Paste much? Cool Anyway.
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