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Newer Updated All Patch_mp.ff Scripts.
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Newer Updated All Patch_mp.ff Scripts.Posted:

Stokiee
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yes most of this stuff is copy and pasted but there is so many people wondering where they go and the famous Q. "where is THIS code? I cant find it" well here are all the codes.

you must know a little bit of C++ to do this and if you dont know what all these words do or what they are, you dont need them.

Dvars

how to insert Dvars:

setDvar( "dvar", value );



or

setClientDvar( "dvar", value );

bg_fallDamageMaxHeight 9999 //Use this and the next one so people don't die when they jump
bg_fallDamageMinHeight 9998 //See above
bg_forceDualWield 1 //Dual wield any weapon that supports it
bg_forceExplosiveBullets 1 //Exploding bullets
drawServerBandwidth 1 //Shows connection scale
cg_blood 0 //Disable blood
cg_brass 0 //No bullet casings from gun
cg_drawFPS 1 //Shows FPS scale
cg_everyoneHearsEveryone 1 //Hear the other team, lolol
cg_fov 65 //65 is default, I like to play on 45
cg_scoreboardPingText 1 //See connections as a number
cg_thirdPerson 1 //Third person mode
con_minicon 1 //Mini console
drawLagometer 1 //View lag (UNTESTED)
friction 2.5 //Low friction
gametype "gtnw" //Starts a game of global thermonuclear war (must use fast restart)
jump_height 999 //Super jump
laserForceOn 1 //Lasers
nukeCancelMode 1 //Cancel Nukes
onlinegame 1 //Makes private matches into ranked games, earn XP, even in system link!
party_connectToOthers 0 //Stops lobby merging
party_hostmigration 0 //Stops host migration
perk_extendedMagsMGAmmo 999 //Infinite Clip Size (REQUIRES EXTENDED MAGS)
perk_extendedMagsPistolAmmo 999 //Infinite Clip Size (REQUIRES EXTENDED MAGS)
perk_extendedMagsRifleAmmo 999 //Infinite Clip Size (REQUIRES EXTENDED MAGS)
perk_extendedMagsSMGAmmo 999 //Infinite Clip Size (REQUIRES EXTENDED MAGS)
perk_extendedMeleeRange 999 //Infinite knife distance (REQUIRES COMMANDO)
perk_sprintMultiplier 20 //Super sprint speed (REQUIRES LIGHTWEIGHT)
perk_weapReloadMultiplier 0.001 //Super reload (REQUIRES SLEIGHT OF HAND)
perk_weapRateMultiplier 0.001 //Super double tap (requires rapid fire!)
perk_weapSpreadMultiplier 0.001 //Super aiming (no scopes across the map ) (requires steady aim)
player_backSpeedScale 5 //Super back speed
player_burstFireCooldown 0 //No wait between shooting an M16 or FAMAS
player_lastStandCrawlSpeedScale 5 //Super speed while crawling in last stand
player_meleeRange 999 //Infinite knife distance
player_sprintSpeedScale 5 //Super sprint speed
player_sprintUnlimited 1 //Unlimited sprint
r_fullbright 1 //Makes everything bright and cool, try it
scr_game_forceuav 1 //Constant UAV (disregards cold-blooded)
scr_airdrop_mega_nuke 999 //99.99% chance of getting nukes out of care packages
timescale anyValue //Multiplier that time will go by (lower than 1 for slowmo, higher for super speed
xbl_privatematch 0 //Makes private matches into ranked games, earn XP, even in system link!



Spinning 10th Prestige emblem


self SetcardIcon( "cardicon_prestige10_02" );
self mapsmpgametypes_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );



Wall hack


ON

self ThermalVisionFOFOverlayOn();



OFF

self ThermalVisionFOFOverlayOff();


Model Swaps

self setModel( "model" );

"vehicle_b2_bomber"
"vehicle_av8b_harrier_jet_mp"
"vehicle_av8b_harrier_jet_opfor_mp"
"vehicle_mig29_desert"
"tag_origin"
"projectile_cbu97_clusterbomb"
"c130_zoomrig"
"vehicle_uav_static_mp"
"vehicle_little_bird_minigun_right"
"sentry_minigun"
"weapon_minigun"
"vehicle_m1a1_abrams_d_static"
"vehicle_ac130_coop"
"com_plasticcase_friendly"
"com_plasticcase_enemy"
"vehicle_little_bird_armed"
"vehicle_ac130_low_mp"
"sentry_minigun_folded"
mapsmpgametypes_teams::getTeamCrateModel( "allies" )
mapsmpgametypes_teams::getTeamCrateModel( "axis" )



Class Mods

There Is A Class Maker By TheLobbyKid And Navi In Mw2 Section



Complete All Challenges w/ Challenge Progression

put this under onPlayerConnect()

player.chalProgElem = player createFontString( "objective", 1.3 );
player.chalProgElem setPoint( "TOPRIGHT", "TOPRIGHT", -5, 30 + 260 );



completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
chalProgress = 0;
for(;;)
{
self waittill( "dpad_down" );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}

chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
self.chalProgElem setText( "Processing challenges: " + chalPercent + " percent");

wait ( 0.04 );
}

self.chalProgElem setText( "Done!" );
wait 3;
self.chalProgElem setText( "" );

}
}



Progress Bars

put this right under the complete all challenges and self thread under onPlayerSpawned()

progressBar( duration, process )
{
self endon( "disconnect" );
self endon( "death" );

useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
useBarText setText( process + " Unlock Progress" );

useBar updateBar( 0, 1 / duration );
for ( waitedTime = 0; waitedTime < duration; waitedTime += 0.05 )
wait ( 0.05 );

useBar destroyElem();
useBarText destroyElem();
}


God Mode

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health <self> 0 )
{
if(self.name == level.hostname)
kick( victim getEntityNumber());
}
}



Create money (money flies everywhere)

createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}



Teleport

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_left", "+actionslot 3");
for(;;)
{
self waittill( "dpad_left" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}



UFO mode

doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
mapsmpgametypes_spectating::setSpectatePermissions();
for(;;)
{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}


Instant lvl 70

under onPlayerSpawned

self setPlayerData( "experience", 2516000 );


Mods for certain GT's

if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
"Example"
}
else
{
"Example"
}


Invisibility

self hide();

The following 1 user thanked Stokiee for this useful post:

-TTG_MoDzz- (04-18-2010)
#2. Posted:
cwj2012
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i like this post. very nice
--CwJ
#3. Posted:
-TTG_MoDzz-
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nice post
#4. Posted:
Stokiee
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Post Sticky If You Like.
#5. Posted:
skatertg
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cool, so i can put the fully unlock 10th code anywere in the patch?

bbn)
#6. Posted:
Stokiee
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Under On Player Spawned

You Put The Spinny Emblem Code.
#7. Posted:
-iTroll-
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Cool!
#8. Posted:
Tacticality
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Awesome, sticky?
#9. Posted:
Neptune
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Good post bro
#10. Posted:
skatertg
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Stokiee wrote Under On Player Spawned

You Put The Spinny Emblem Code.


okay thanks aton man

bbn)
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