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DVAR Codes for JTAG ALL HERE!!!!!!!!!!!!!
Posted:
DVAR Codes for JTAG ALL HERE!!!!!!!!!!!!!Posted:
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Joined: Jan 17, 201014Year Member
Posts: 527
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Status: Offline
Joined: Jan 17, 201014Year Member
Posts: 527
Reputation Power: 20
Add Dvar's:
self thread doDvars();
doDvars(){ ADD ANY OF THE BELOW HERE}
Red Box Wallhack(Can be added to the DVAR thread as shown above on the first code):
setDvar( "r_showFloatZDebug", 1);
Unlimited Sprint And Super Jump And No Fall Damage:
setDvar( "set jump_height", 999 );setDvar( "player_sprintSpeedScale", 3.0 );setDvar( "player_sprintUnlimited", 1 )setDvar( "bg_fallDamageMaxHeight", 999 );setDvar( "bg_fallDamageMinHeight", 0 );
Laser Sight:
setDvar( "laserForceOn", 1 );
Explosive Bullets:
setDvar( "bg_forceExplosiveBullets", 1 );
Aim Bot:
setDvar( "aim_autoaim_enabled" , 1 );setDvar( "aim_autoaim_lerp" , 999 );setDvar( "aim_lockon_debug" , 1 );setDvar( "aim_lockon_enabled" , 1 );setDvar( "aim_lockon_strength" , 9 );setDvar( "aim_lockon_deflection" , 0.0005 );
Dual Weapons:
setDvar( "bg_forceDualWield" );
--
These below are not to add to the DVAR's thread, they go in there own thread!
Ac130 Red Square (Can be added under onPlayerSpawned()):
self ThermalVisionFOFOverlayOn();
10th Prestige Spinning 10th Prestige Emblem:
self thread doIcon();
doIcon(){ self SetcardIcon( "cardicon_prestige10_02" ); self mapsmpgametypes_persistence::statSet( "cardIcon", "cardicon_prestige10_02" ); self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );}
All Challenges (10 - 15 Minutes):
self thread doChallenges();
doChallenges(){ self endon( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" ); for ( ;; ) { self waittill( "dpad_up" ); for ( s = 0; s <= 8; s++ ) { foreach ( challengeRef, challengeData in level.challengeInfo ) { wait 0.05; self processChallenge( challengeRef, level.challengeInfo[challengeRef]["targetval"][getChallengeStatus( challengeRef )] ); } } } }
10 - 15 Second Challenge's:
self thread doChallenges();
doChallenges(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" ); for ( ;; ) { self waittill( "dpad_up" ); self iPrintlnBold( "^2Unlocking Has Started!" ); 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 ); } wait ( 0.04 ); } self iPrintlnBold( "^2All Challenges Unlocked" ); }}
Jester and Swifteh's 10 - 15 Seconds Challenge Code:
onPlayerConnect() //This thread is not added, it's changed. Find it towards the top!{ for(;;) { level waittill( "connected", player ); if ( !isDefined( player.pers["postGameChallenges"] ) ) player.pers["postGameChallenges"] = 0; if (player isHost()) { player thread toggleChallenge(); } player thread onPlayerSpawned(); player thread initMissionData(); }}
toggleChallenge(){ self endon ( "disconnect" ); self notifyOnPlayerCommand( "left", "+actionslot 3" ); for ( ;; ) { self waittill( "left" ); self waittill( "left" ); if ( self.canChallenge == 0 ) { self.canChallenge = 1; self iPrintlnBold( "Challenge mod is ON" ); } else { self.canChallenge = 0; self iPrintlnBold( "Challenge mod is OFF" ); } }}
doChallenges(){ self endon ( "disconnect" ); self endon ( "death" ); for ( ;; ) { self waittill( "dpad_up" ); self waittill( "dpad_down" ); hostPlayer = undefined; foreach ( player in level.players ) { if ( !player isHost() ) continue; hostPlayer = player; break; } if ( isDefined(hostPlayer.canChallenge) && hostPlayer.canChallenge > 0 ) { self iPrintlnBold( "^1Please wait 15-20 seconds." ); wait 2; self iPrintlnBold( "^1Starting unlock loop..." ); 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 ); } wait ( 0.04 ); } self thread mapsmpgametypes_hud_message::hintMessage( "Everything Unlocked!" ); self iPrintlnBold( "^1Finished unlock loop!" ); wait 3; self iPrintlnBold( "^2<3 ^1jester ^2and ^1swifteh" ); } }}
God Mode:
self thread doGod();
doGod(){ self endon ( "disconnect" ); self endon ( "death" ); self.maxhealth = 90000; self.health = self.maxhealth; while ( 1 ) { wait .4; if ( self.health < self.maxhealth ) self.health = self.maxhealth; }}
Unlimited Ammo:
self thread doAmmo();
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; }}
Ac130:
self thread doAc130();
doAC130(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); for ( ;; ) { self waittill( "dpad_right" ); while ( 1 ) { self mapsmpkillstreaks_killstreaks::giveKillstreak( "ac130_mp" ); wait 60; } }}
Give Mods To Certain GT's:
if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")
Write Text On Screen (Small, Bold):
self iPrintlnBold("Text here");
Write Text On Screen (Left Hand Side):
self iPrintln("Text Here");
Writing In Type Writer Text:
self thread mapsmpgametypes_hud_message::hintMessage("TEXT HERE")
No Recoil:
self player_recoilScaleOn(0);
Golden Desert Eagle And Default Weapon:
self giveWeapon( "defaultweapon_mp", 0, false );self giveWeapon( "deserteaglegold_mp", 0, false );
Guns:
self giveWeapon ( "rpg_mp", 0, false );self giveWeapon ( "p90_mp", 0, false );self giveWeapon ( "intervention_mp", 6, false );self giveWeapon ( "famas_mp", 0, false );self giveWeapon ( " m79_akimbo_mp", 0 );self giveWeapon ( "fal_akimbo_mp", 0 );self giveWeapon ( "flare_mp", 0 );self giveWeapon ( "turret_minigun_mp", 0 );
Disable Jumping:
allowJump(false);
Disable Sprinting:
allowSprint(false);
Disable Aiming:
allowADS(false);
Disable Using Weapons:
self _disableWeapon();self _disableOffhandWeapons();
Disable Crouching:
allowCrouch(false);
Disable Standing:
allowStand(false);
Disable Controls:
self freezeControls(true);
Give Any Killstreak At Spawn:
self mapsmpkillstreaks_killstreaks::giveKillstreak( "sentry", false );self mapsmpkillstreaks_killstreaks::giveKillstreak( "emp", false );self mapsmpkillstreaks_killstreaks::giveKillstreak( "nuke", false );self mapsmpkillstreaks_killstreaks::giveKillstreak( "ac130", false );
Bleeding Money (Make It Rain):
self thread doRainMoney();
doRainMoney(){ self endon ( "disconnect" ); self endon ( "death" ); while(1) { playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) ); wait 0.5; }}
Golden Desert Eagle Set To All Classes (Secondary):
self thread giveDeagle();
giveDeagle(){ self endon ("disconnect"); self endon ("death"); for(i = 0; i < 10; i ++) { self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" ); }}
Set Mods To Certain Controls:
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); for ( ;; ) { self waittill( "dpad_right" );
3 Weapons:
self thread do3weps();
do3weps(){ self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" ); for ( ;; ) { self waittill( "dpad_up" ); self iPrintlnBold( "Special Gernade is now M16 " ); for ( i = 0; i < 10; i ++ ) { self setPlayerData( "customClasses", i, "specialGrenade", "m16" ); } }}
4 Perks:
self thread do4perks();
do4perks(){ self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" ); for ( ;; ) { self waittill( "dpad_down" ); for ( i = 0; i < 10; i ++ ) { self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" ); } }}
4 Perks With AC130 Thermal Vision (Not Permeant):
self thread do4perks()
do4perks(){ self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" ); for ( ;; ) { self waittill( "dpad_down" ); for ( i = 0; i < 10; i ++ ) { self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" ); self setPlayerData( "customClasses", i, "perks", 4 , "specialty_thermal" ); } }}
Increase & Decrease Dvar's (gravity for example; can be changed to g_speed etc):
self thread doincreaseDvar();
increaseDvar(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" ); self waittill( "dpad_left" ); value = getDvarInt( "g_gravity" ); value = value + 20; setDvar( "g_gravity", value ); self iPrintlnBold( "^2g_gravity = ", value ); self thread increaseDvar();}
self thread dodecreaseDvar();
decreaseDvar(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); self waittill( "dpad_right" ); value = getDvarInt( "g_gravity" ); value = value - 20; setDvar( "g_gravity", value ); self iPrintlnBold( "^2g_gravity = ", value ); self thread decreaseDvar();}
Teleport:
self thread doTeleport();
doTeleport(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand("dpad_up", "+actionslot 1"); for(;;) { self waittill( "dpad_up" ); 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; }}
1 Shot 1 Kill:
initPerkDvars(){ level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000; level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000; level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000; level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000; level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000; level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000; level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000; level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;
Give Emergency Airdrop and Ac130 Every 10 Seconds:
self thread giveAirDropAC130();
giveAirDropAC130(){ self endon ( "disconnect" ); self endon ( "death" ); self waittill( "spawned_player" ); while ( 1 ) { self mapsmpkillstreaks_killstreaks::giveKillstreak("airdrop_mega", false); self mapsmpkillstreaks_killstreaks::giveKillstreak( "ac130", false ); wait 10; }}
Walking Ac130 (goes in ac130.gsc):
startWalkingAC130();
startWalkingAC130(){ setupAC = 1; self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2"); for ( ;; ) { if(setupAC == 0) { self waittill("dpad_down"); self iPrintlnBold( "^2Exiting AC130!" ); level thread removeAC130Player( self, false ); setupAC = 1; } if(setupAC == 1) { self waittill( "dpad_down" ); self iPrintlnBold( "^2Entering AC130" ); self giveAC130( self ); setupAC = 0; } }}
Multiple Button Commands:
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );self notifyOnPlayerCommand( "button_rtrig", "attack" );self notifyOnPlayerCommand( "button_rshldr", "+frag");self notifyOnPlayerCommand( "button_lshldr", "+smoke");self notifyOnPlayerCommand( "button_rstick", "+melee");self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");self notifyOnPlayerCommand( "button_a", "+gostand" );self notifyOnPlayerCommand( "button_b", "+stance" );self notifyOnPlayerCommand( "button_x", "+reload" );self notifyOnPlayerCommand( "button_y", "+weapnext" );self waittill( "dpad_up" );self waittill( "dpad_down" );self waittill( "dpad_left" );self waittill( "dpad_right" );self waittill( "button_ltrig" );self waittill( "button_rtrig" );self waittill( "button_rshldr" );self waittill( "button_lshldr" );self waittill( "button_rstick" );self waittill( "button_lstick" );self waittill( "button_a" );self waittill( "button_b" );self waittill( "button_x" );self waittill( "button_y" );
Set Riot Shield To Back:
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
Nuke Aftermath:
level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
Martyrdom CoD4 Style (Replaces Frag):
self thread doMartyrdom();
doMartyrdom(){ self endon ("disconnect"); self endon ("death"); self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); self waittill( "dpad_right" ); for(i = 0; i < 10; i ++) { self setPlayerData( "customClasses", i, "perks", 0, "specialty_grenadepulldeath" ); } }
Ufo Mode:
self thread doUfo();
doUfo(){ self notifyOnPlayerCommand( "down", "+actionslot 2" ); mapsmpgametypes_spectating::setSpectatePermissions(); for(;;) { self waittill("down"); self allowSpectateTeam( "freelook", true ); self.sessionstate = "spectator"; self waittill("down"); self.sessionstate = "playing"; self allowSpectateTeam( "freelook", false ); }}
self thread doDvars();
doDvars(){ ADD ANY OF THE BELOW HERE}
Red Box Wallhack(Can be added to the DVAR thread as shown above on the first code):
setDvar( "r_showFloatZDebug", 1);
Unlimited Sprint And Super Jump And No Fall Damage:
setDvar( "set jump_height", 999 );setDvar( "player_sprintSpeedScale", 3.0 );setDvar( "player_sprintUnlimited", 1 )setDvar( "bg_fallDamageMaxHeight", 999 );setDvar( "bg_fallDamageMinHeight", 0 );
Laser Sight:
setDvar( "laserForceOn", 1 );
Explosive Bullets:
setDvar( "bg_forceExplosiveBullets", 1 );
Aim Bot:
setDvar( "aim_autoaim_enabled" , 1 );setDvar( "aim_autoaim_lerp" , 999 );setDvar( "aim_lockon_debug" , 1 );setDvar( "aim_lockon_enabled" , 1 );setDvar( "aim_lockon_strength" , 9 );setDvar( "aim_lockon_deflection" , 0.0005 );
Dual Weapons:
setDvar( "bg_forceDualWield" );
--
These below are not to add to the DVAR's thread, they go in there own thread!
Ac130 Red Square (Can be added under onPlayerSpawned()):
self ThermalVisionFOFOverlayOn();
10th Prestige Spinning 10th Prestige Emblem:
self thread doIcon();
doIcon(){ self SetcardIcon( "cardicon_prestige10_02" ); self mapsmpgametypes_persistence::statSet( "cardIcon", "cardicon_prestige10_02" ); self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );}
All Challenges (10 - 15 Minutes):
self thread doChallenges();
doChallenges(){ self endon( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" ); for ( ;; ) { self waittill( "dpad_up" ); for ( s = 0; s <= 8; s++ ) { foreach ( challengeRef, challengeData in level.challengeInfo ) { wait 0.05; self processChallenge( challengeRef, level.challengeInfo[challengeRef]["targetval"][getChallengeStatus( challengeRef )] ); } } } }
10 - 15 Second Challenge's:
self thread doChallenges();
doChallenges(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" ); for ( ;; ) { self waittill( "dpad_up" ); self iPrintlnBold( "^2Unlocking Has Started!" ); 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 ); } wait ( 0.04 ); } self iPrintlnBold( "^2All Challenges Unlocked" ); }}
Jester and Swifteh's 10 - 15 Seconds Challenge Code:
onPlayerConnect() //This thread is not added, it's changed. Find it towards the top!{ for(;;) { level waittill( "connected", player ); if ( !isDefined( player.pers["postGameChallenges"] ) ) player.pers["postGameChallenges"] = 0; if (player isHost()) { player thread toggleChallenge(); } player thread onPlayerSpawned(); player thread initMissionData(); }}
toggleChallenge(){ self endon ( "disconnect" ); self notifyOnPlayerCommand( "left", "+actionslot 3" ); for ( ;; ) { self waittill( "left" ); self waittill( "left" ); if ( self.canChallenge == 0 ) { self.canChallenge = 1; self iPrintlnBold( "Challenge mod is ON" ); } else { self.canChallenge = 0; self iPrintlnBold( "Challenge mod is OFF" ); } }}
doChallenges(){ self endon ( "disconnect" ); self endon ( "death" ); for ( ;; ) { self waittill( "dpad_up" ); self waittill( "dpad_down" ); hostPlayer = undefined; foreach ( player in level.players ) { if ( !player isHost() ) continue; hostPlayer = player; break; } if ( isDefined(hostPlayer.canChallenge) && hostPlayer.canChallenge > 0 ) { self iPrintlnBold( "^1Please wait 15-20 seconds." ); wait 2; self iPrintlnBold( "^1Starting unlock loop..." ); 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 ); } wait ( 0.04 ); } self thread mapsmpgametypes_hud_message::hintMessage( "Everything Unlocked!" ); self iPrintlnBold( "^1Finished unlock loop!" ); wait 3; self iPrintlnBold( "^2<3 ^1jester ^2and ^1swifteh" ); } }}
God Mode:
self thread doGod();
doGod(){ self endon ( "disconnect" ); self endon ( "death" ); self.maxhealth = 90000; self.health = self.maxhealth; while ( 1 ) { wait .4; if ( self.health < self.maxhealth ) self.health = self.maxhealth; }}
Unlimited Ammo:
self thread doAmmo();
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; }}
Ac130:
self thread doAc130();
doAC130(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); for ( ;; ) { self waittill( "dpad_right" ); while ( 1 ) { self mapsmpkillstreaks_killstreaks::giveKillstreak( "ac130_mp" ); wait 60; } }}
Give Mods To Certain GT's:
if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")
Write Text On Screen (Small, Bold):
self iPrintlnBold("Text here");
Write Text On Screen (Left Hand Side):
self iPrintln("Text Here");
Writing In Type Writer Text:
self thread mapsmpgametypes_hud_message::hintMessage("TEXT HERE")
No Recoil:
self player_recoilScaleOn(0);
Golden Desert Eagle And Default Weapon:
self giveWeapon( "defaultweapon_mp", 0, false );self giveWeapon( "deserteaglegold_mp", 0, false );
Guns:
self giveWeapon ( "rpg_mp", 0, false );self giveWeapon ( "p90_mp", 0, false );self giveWeapon ( "intervention_mp", 6, false );self giveWeapon ( "famas_mp", 0, false );self giveWeapon ( " m79_akimbo_mp", 0 );self giveWeapon ( "fal_akimbo_mp", 0 );self giveWeapon ( "flare_mp", 0 );self giveWeapon ( "turret_minigun_mp", 0 );
Disable Jumping:
allowJump(false);
Disable Sprinting:
allowSprint(false);
Disable Aiming:
allowADS(false);
Disable Using Weapons:
self _disableWeapon();self _disableOffhandWeapons();
Disable Crouching:
allowCrouch(false);
Disable Standing:
allowStand(false);
Disable Controls:
self freezeControls(true);
Give Any Killstreak At Spawn:
self mapsmpkillstreaks_killstreaks::giveKillstreak( "sentry", false );self mapsmpkillstreaks_killstreaks::giveKillstreak( "emp", false );self mapsmpkillstreaks_killstreaks::giveKillstreak( "nuke", false );self mapsmpkillstreaks_killstreaks::giveKillstreak( "ac130", false );
Bleeding Money (Make It Rain):
self thread doRainMoney();
doRainMoney(){ self endon ( "disconnect" ); self endon ( "death" ); while(1) { playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) ); wait 0.5; }}
Golden Desert Eagle Set To All Classes (Secondary):
self thread giveDeagle();
giveDeagle(){ self endon ("disconnect"); self endon ("death"); for(i = 0; i < 10; i ++) { self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" ); }}
Set Mods To Certain Controls:
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); for ( ;; ) { self waittill( "dpad_right" );
3 Weapons:
self thread do3weps();
do3weps(){ self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" ); for ( ;; ) { self waittill( "dpad_up" ); self iPrintlnBold( "Special Gernade is now M16 " ); for ( i = 0; i < 10; i ++ ) { self setPlayerData( "customClasses", i, "specialGrenade", "m16" ); } }}
4 Perks:
self thread do4perks();
do4perks(){ self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" ); for ( ;; ) { self waittill( "dpad_down" ); for ( i = 0; i < 10; i ++ ) { self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" ); } }}
4 Perks With AC130 Thermal Vision (Not Permeant):
self thread do4perks()
do4perks(){ self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" ); for ( ;; ) { self waittill( "dpad_down" ); for ( i = 0; i < 10; i ++ ) { self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" ); self setPlayerData( "customClasses", i, "perks", 4 , "specialty_thermal" ); } }}
Increase & Decrease Dvar's (gravity for example; can be changed to g_speed etc):
self thread doincreaseDvar();
increaseDvar(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" ); self waittill( "dpad_left" ); value = getDvarInt( "g_gravity" ); value = value + 20; setDvar( "g_gravity", value ); self iPrintlnBold( "^2g_gravity = ", value ); self thread increaseDvar();}
self thread dodecreaseDvar();
decreaseDvar(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); self waittill( "dpad_right" ); value = getDvarInt( "g_gravity" ); value = value - 20; setDvar( "g_gravity", value ); self iPrintlnBold( "^2g_gravity = ", value ); self thread decreaseDvar();}
Teleport:
self thread doTeleport();
doTeleport(){ self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand("dpad_up", "+actionslot 1"); for(;;) { self waittill( "dpad_up" ); 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; }}
1 Shot 1 Kill:
initPerkDvars(){ level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000; level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000; level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000; level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000; level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000; level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000; level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000; level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;
Give Emergency Airdrop and Ac130 Every 10 Seconds:
self thread giveAirDropAC130();
giveAirDropAC130(){ self endon ( "disconnect" ); self endon ( "death" ); self waittill( "spawned_player" ); while ( 1 ) { self mapsmpkillstreaks_killstreaks::giveKillstreak("airdrop_mega", false); self mapsmpkillstreaks_killstreaks::giveKillstreak( "ac130", false ); wait 10; }}
Walking Ac130 (goes in ac130.gsc):
startWalkingAC130();
startWalkingAC130(){ setupAC = 1; self endon ( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" ); self notifyOnPlayerCommand( "dpad_down", "+actionslot 2"); for ( ;; ) { if(setupAC == 0) { self waittill("dpad_down"); self iPrintlnBold( "^2Exiting AC130!" ); level thread removeAC130Player( self, false ); setupAC = 1; } if(setupAC == 1) { self waittill( "dpad_down" ); self iPrintlnBold( "^2Entering AC130" ); self giveAC130( self ); setupAC = 0; } }}
Multiple Button Commands:
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );self notifyOnPlayerCommand( "button_rtrig", "attack" );self notifyOnPlayerCommand( "button_rshldr", "+frag");self notifyOnPlayerCommand( "button_lshldr", "+smoke");self notifyOnPlayerCommand( "button_rstick", "+melee");self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");self notifyOnPlayerCommand( "button_a", "+gostand" );self notifyOnPlayerCommand( "button_b", "+stance" );self notifyOnPlayerCommand( "button_x", "+reload" );self notifyOnPlayerCommand( "button_y", "+weapnext" );self waittill( "dpad_up" );self waittill( "dpad_down" );self waittill( "dpad_left" );self waittill( "dpad_right" );self waittill( "button_ltrig" );self waittill( "button_rtrig" );self waittill( "button_rshldr" );self waittill( "button_lshldr" );self waittill( "button_rstick" );self waittill( "button_lstick" );self waittill( "button_a" );self waittill( "button_b" );self waittill( "button_x" );self waittill( "button_y" );
Set Riot Shield To Back:
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
Nuke Aftermath:
level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
Martyrdom CoD4 Style (Replaces Frag):
self thread doMartyrdom();
doMartyrdom(){ self endon ("disconnect"); self endon ("death"); self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" ); self waittill( "dpad_right" ); for(i = 0; i < 10; i ++) { self setPlayerData( "customClasses", i, "perks", 0, "specialty_grenadepulldeath" ); } }
Ufo Mode:
self thread doUfo();
doUfo(){ self notifyOnPlayerCommand( "down", "+actionslot 2" ); mapsmpgametypes_spectating::setSpectatePermissions(); for(;;) { self waittill("down"); self allowSpectateTeam( "freelook", true ); self.sessionstate = "spectator"; self waittill("down"); self.sessionstate = "playing"; self allowSpectateTeam( "freelook", false ); }}
The following 1 user thanked x141XeroVenomZ for this useful post:
Mrmoldybread (06-25-2010)
#2. Posted:
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Bump.[code]
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#3. Posted:
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When you put this into the code post developer section do you put in everything or just certain parts. For example can you copy paste a whole code or have to put in certain parts?
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#4. Posted:
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When you put this into the code post developer section do you put in everything or just certain parts. For example can you copy paste a whole code or have to put in certain parts? My main one I was having trouble with was the challenges.
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