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Alot Of Cod4 Codes
Posted:

Alot Of Cod4 CodesPosted:

StaTiiKxKALEB
  • Junior Member
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
DVARs[/b]
Perk
Tier 2
[spoiler]
   self setClientDvar( "perk_bulletDamage", "" ); //Stopping Power -999bad
   self setClientDvar( "perk_armorVest", "" ); //Jugga 999bad
   self setClientDvar( "perk_weapRateMultiplier", "" ); //Double Tap 0.001good
   self setClientDvar( "perk_weapReloadMultiplier", "" ); //Sleight of Hand 0.001good
   self setClientDvar( "perk_explosiveDamage", "" ); //Sonic boom -999bad
[/spoiler]
Tier 3
[spoiler]
   self setClientDvar( "perk_bulletPenetrationMultiplier", "" ); //Deep Impact 999good
   self setClientDvar( "perk_extraBreath", "" ); //Iron Lungs 999good
   self setClientDvar( "perk_sprintMultiplier", "" ); //Extreme Conditioning 999good
   self setClientDvar( "perk_weapSpreadMultiplier", "" ); //Steady Aim 0.001good
   self setClientDvar( "perk_parabolicradis", "" ); //Increase eavesdrop 1000good
   self setClientDvar( "perk_grenadeDeath", "" ); //Martydom rpg_mpgood deserteaglegold_mpbad
[/spoiler]
Custom Class Color
[spoiler]
   self setClientDvar( "customclass1", "^1Custom Class 1" );
   self setClientDvar( "customclass2", "^2Custom Class 2" );
   self setClientDvar( "customclass3", "^3Custom Class 3" );
   self setClientDvar( "customclass4", "^4Custom Class 4" );
   self setClientDvar( "customclass5", "^6Custom Class 5" );
[/spoiler]
Ping/Ping Bars
[spoiler]
   self setClientDvar( "cg_scoreboardPingText", "1" );
   self setClientDvar( "cg_ScoresPing_MaxBars", "9");
   self setClientDvar( "cg_ScoresPing_Interval", "40");
   self setClientDvar("cg_ScoresPing_LowColor", "0 0.68 1 1");
   self setClientDvar("cg_ScoresPing_HighColor", "0 0 1 1");
[/spoiler]
Aim Bot
[spoiler]
   self setClientDvar( "aim_automelee_range", "255" );
   self setClientDvar( "aim_automelee_region_height", "480" );
   self setClientDvar( "aim_automelee_region_width", "640" );
   self setClientDvar( "aim_autoaim_enabled" , 1 );
   self setClientDvar( "aim_autoaim_lerp" , 100 );
   self setClientDvar( "aim_autoaim_region_height" , 480 );
   self setClientDvar( "aim_autoaim_region_width" , 640 );
   self setClientDvar( "aim_autoAimRangeScale" , 2 );
   self setClientDvar( "aim_lockon_debug" , 1 );
   self setClientDvar( "aim_lockon_enabled" , 1 );
   self setClientDvar( "aim_lockon_region_height" , 0 );
   self setClientDvar( "aim_lockon_region_width" , 640 );
   self setClientDvar( "aim_lockon_strength" , 1 );
   self setClientDvar( "aim_lockon_deflection" , 0.05 );
   self setClientDvar( "aim_input_graph_debug" , 0 );
   self setClientDvar( "aim_input_graph_enabled" , 1 );
[/spoiler]
UAV On
[spoiler]
   self setClientDvar( "cg_enemyNameFadeOut", "900000" ); //Show enemies names constantly
   self setClientDvar( "cg_enemyNameFadeIn", "0" ); //same as above
   self setClientDvar( "cg_drawThroughWalls", "1" ); //Show player names through walls
   self setclientDvar( "compassSize", "1.5" ); //Increased map size
   self setClientDvar( "compassEnemyFootstepEnabled", "1" ); //radar always on
   self setClientDvar( "compass", "0" );
   self setClientDvar( "compass_show_enemies", "1" ); //always show enemies
   self setClientDvar( "scr_game_forceuav", "1" ); //radar always on
   self setClientDvar( "compassEnemyFootstepEnabled", "1" );
   self setClientDvar( "compassEnemyFootstepMaxRange", "99999" );
   self setClientDvar( "compassEnemyFootstepMaxZ", "99999" );
   self setClientDvar( "compassEnemyFootstepMinSpeed", "0" );
   self setClientDvar( "compassRadarUpdateTime", "0.001" );
   self setClientDvar( "compassFastRadarUpdateTime", "2" );
   self setClientDvar( "cg_footsteps", "1" );
[/spoiler]
FPS Counter
[spoiler]
   self setClientDvar( "cg_drawFPS" , "Simple" );
   self setClientDvar( "cg_drawFPSLabels" , "1" );
[/spoiler]
Clan Tag
[spoiler]
   self setclientdvar( "clanName", "    " );
[/spoiler]
Force Host
[spoiler]
   self setClientDvar( "party_iamhost", "1" );
   self setClientDvar( "party_hostmigration", 0);
   self setClientDvar( "party_connectToOthers", 0);
[/spoiler]
Online Game
[spoiler]
   setDvar("scr_forcerankedmatch" , 1 );
   setDvar( "onlinegame" , "1" );
[/spoiler]
Low Ammo
[spoiler]
   self setClientDvar("lowAmmoWarningColor1", "0 0 1 1");
   self setClientDvar("lowAmmoWarningColor2", "1 0 0 1");
   self setClientDvar("lowAmmoWarningNoAmmoColor1", "0 0 1 1");
   self setClientDvar("lowAmmoWarningNoAmmoColor2", "1 0 0 1");
   self setClientDvar("lowAmmoWarningNoReloadColor1", "0 0 1 1");
   self setClientDvar("lowAmmoWarningNoReloadColor2", "1 0 0 1");
[/spoiler]
Give Gun
[spoiler]
   self GiveWeapon( "deserteaglegold_mp" );
   self GiveWeapon( "defaultweapon_mp" );
[/spoiler]
Tracers
[spoiler]
   self setClientDvar( "cg_tracerSpeed", "0050" );
   self setClientDvar( "cg_tracerwidth", "9" );
   self setClientDvar( "cg_tracerlength", "999" );
[/spoiler]
Wall Hack
[spoiler]
   self setClientDvar( "r_znear" , "35" );
[/spoiler]
chrome
[spoiler]
   self setClientDvar("r_fullbright", 0);
   self setClientDvar( "r_specularmap", 2);
[/spoiler]
Cartoon
[spoiler]
   self setClientDvar("r_fullbright", 1);
[/spoiler]
Flash Stun Do Nothing
[spoiler]
   self setClientDvar( "cg_drawShellshock" , "0" );
[/spoiler]
Laser
[spoiler]
   self setClientDvar( "cg_laserForceOn" , "1" );
[/spoiler]
Red GT in lobby
[spoiler]
   self setClientDvar( "cg_scoreboardMyColor", "0.8 0 0 1");
[/spoiler]
Automatic M16
[spoiler]
   player_burstFireCooldown "0"
[/spoiler]
Time
[spoiler]
   setDvar("timescale", "0.5");
[/spoiler]
Friction
[spoiler]
   setDvar("friction", "0.1");
[/spoiler]
Unlimited Ammo
[spoiler]
   setDvar("player_sustainAmmo", 1 );
[/spoiler]
In Game
[spoiler]

   self setClientdvar( "bg_fallDamageMinHeight", "9999" );
   self setclientdvar( "bg_fallDamageMinHeight", "9998" );
   self setclientdvar( "jump_height", "999" );
[/spoiler]
XP +/-
[spoiler]

   self setClientDvar( "scr_dm_score_deatht", 50000 );//Neg -
   self setClientDvar( "scr_game_suicidepointloss", 1 );
   self setClientDvar( "scr_dm_score_suicide", 5000 );
   self setClientDvar( "scr_tdm_score_deatht", 2516000 );
   self setClientDvar( "scr_tdm_score_suicide", 2516000 );
   self setClientDvar( "scr_dom_score_deatht", 2516000 );
   self setClientDvar( "scr_dom_score_suicide", 2516000 );
   self setClientDvar( "scr_dd_score_deatht", 2516000 );
   self setClientDvar( "scr_dd_score_suicide", 2516000 );
   self setClientDvar( "scr_ctf_score_deatht", 2516000 );
   self setClientDvar( "scr_ctf_score_suicide", 2516000 );
   self setClientDvar( "scr_koth_score_deatht", 2516000 );
   self setClientDvar( "scr_koth_score_suicide", 2516000 );
   self setClientDvar( "scr_dom_score_kill", 2516000 );
   self setClientDvar( "scr_ctf_score_kill", 2516000 );
   self setClientDvar( "scr_dd_score_kill", 2516000 );
   self setClientDvar( "scr_sd_score_kill", 2516000 );
   self setClientDvar( "scr_war_score_suicide", 2516000 );
   self setClientDvar( "scr_war_score_deatht", 2516000 );
[/spoiler]
No Recoil On Snipers
[spoiler]

self setClientDvar( "player_breath_hold_time", "30" );
self setClientDvar( "player_breath_gasp_lerp", "0.001" );
self setClientDvar( "player_breath_gasp_time", "0.001" );
self setClientDvar( "player_breath_gasp_scale", "1" );
[/spoiler]
Rank
[spoiler]

doPrestige()
{
        self endon ("death");
        self maps\mp\gametypes\_persistence::statSet( "rank", 55 );
        for(p=0; p<=11; p++)
        {
                self waittill( "grenade_pullback" );
                self iPrintln( "Prestige "+p+" - Rank 55" );
                self maps\mp\gametypes\_persistence::statSet( "plevel", p );
        }
        self doPrestige();
}
[/spoiler]
Other s***
Instructions
[spoiler]

doInstructions()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        for(;;)
   {
   wait 1;
   self iPrintln( "^1MarcusBankz" );
   wait 1;
   self iPrintln( "^3Press [{+frag}] For Prestige Toggle!" );
   wait 1;
   self iPrintln( "^7Press [{+attack}] While in Prone to Toggle Promod!" );
   wait 1;
   self iPrintln( "^2Press [{weapnext}] To Toggle Legit/Insane Stats!" );
   wait 1;
   }
}
      
[/spoiler]
Unlock All
[spoiler]

doUnlocks()
{
        self thread maps\mp\gametypes\_hud_message::hintMessage("^2Completing ^1All ^2Challenges ^1Please ^2Wait");
        self.challengeData = [];
        for ( i = 1; i <= level.numChallengeTiers; i++ )
        {
                tableName = "mp/challengetable_tier"+i+".csv";
               
                for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
                {
                        refString = tableLookup( tableName, 0, idx, 7 );

                        level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
                        level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
                        level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
                        self setStat( level.challengeInfo[refString]["stateid"] , 255);
                        self setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]);
                        wait 0.01;
                }
        }
        self thread maps\mp\gametypes\_hud_message::hintMessage("^1All ^3Challenges ^1Unlocked, ^3Unlocking ^2Cammos And Attachments");
        attachment[0] = "grip";
        attachment[1] = "gl";
        attachment[2] = "acog";
        attachment[3] = "silencer";
        attachment[4] = "reflex";
        for( n=0; n<8; n++ )
        {
                for( i=0; i<150; i++ )
                {
                        if(n < 5)
                        {
                                attachey = attachment[n];
                                baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
                                attachmentunlocker = baseWeapon + " " + attachey;
                                maps\mp\gametypes\_rank::unlockAttachment( attachmentunlocker );
                        }
                        attachey = tablelookup( "mp/attachmentTable.csv", 0, n, 4 );   
                        baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
                        attachmentunlocker = baseWeapon + " " + attachey;
                        maps\mp\gametypes\_rank::unlockCamo( attachmentunlocker );
                        wait 0.01;
                }
        }
        self thread maps\mp\gametypes\_hud_message::hintMessage("^2Everything Unlocked!");
}
      
[/spoiler]
Toggle Pro Mod
[spoiler]

doPro()
{
   self endon ( "disconnect" );
   self endon ( "death" );
   for(;;)

   {
   self waittill( "begin_firing" );
   if (self GetStance() == "prone")
   {
   self setclientdvar ("cg_gun_x", "5");
   self iPrintLnBold("^1Real Promod!");
   }
   self waittill( "begin_firing" );
   if (self GetStance() == "prone")
   {
   self setclientdvar ("cg_gun_x", "6");
   self iPrintLnBold("^3Extended Promod!");
      }
   }
}
      
[/spoiler]
Toggle Stats
[spoiler]

doStats()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        for(;;)               
   {
   self waittill("weapon_change");
   self maps\mp\gametypes\_persistence::statSet( "total_hits", 2100000000 );
   self maps\mp\gametypes\_persistence::statSet( "hits", 2140000000 );
   self maps\mp\gametypes\_persistence::statSet( "misses", 0 );
   self maps\mp\gametypes\_persistence::statSet( "accuracy", 2140000000 ); 
   self maps\mp\gametypes\_persistence::statSet( "score", 3000000 );
   self maps\mp\gametypes\_persistence::statSet( "kills", 2140000000 );
   self maps\mp\gametypes\_persistence::statSet( "deaths", 0 );
   self maps\mp\gametypes\_persistence::statSet( "time_played_total", 290000 );
   self maps\mp\gametypes\_persistence::statSet( "kill_streak", 12000 );
   self maps\mp\gametypes\_persistence::statSet( "win_streak", 12000 );
   self iPrintlnBold("^5 Insane ^2Stats!");

   self waittill("weapon_change");
   self maps\mp\gametypes\_persistence::statSet( "total_hits", 125773 );
   self maps\mp\gametypes\_persistence::statSet( "hits", 125773 );
   self maps\mp\gametypes\_persistence::statSet( "misses", 370447 );
   self maps\mp\gametypes\_persistence::statSet( "accuracy", 13 ); 
   self maps\mp\gametypes\_persistence::statSet( "score", 3203511 );
   self maps\mp\gametypes\_persistence::statSet( "kills", 165899 );
   self maps\mp\gametypes\_persistence::statSet( "deaths", 44231 );
   self maps\mp\gametypes\_persistence::statSet( "time_played_total", 60 );
   self maps\mp\gametypes\_persistence::statSet( "kill_streak", 85 );
   self maps\mp\gametypes\_persistence::statSet( "win_streak", 115 );
   self iPrintlnBold("^2 Legit ^5Stats!");
   }
}
[/spoiler]
Give gun
[spoiler]

self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "deserteaglegold_mp" );
[/spoiler]
kill streak on spawn
[spoiler]

maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
[/spoiler]
Telaport
[spoiler]

doTeleport()
{
        self endon ( "disconnect" );
        self endon ( "death" );
       
        for(;;)
        {
        self waittill( "weapon_change" );
        self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
        self.selectingLocation = true;
        self waittill( "confirm_location", location );
        newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
        self SetOrigin( newLocation );
        self endLocationselection();
        self.selectingLocation = undefined;
        self iPrintln( "^6You Teleported !" );
        self sayall( "^5I ^6teleported ^3b****es" );
        self sayall( "^5I ^6teleported ^3b****es" );
        self sayall( "^5I ^6teleported ^3b****es" );
        }
}
[/spoiler]
Vissions
[spoiler]

doVisions()
{

        self endon ( "death" );
        self endon ( "disconnect" );
       
        for (;;)
        {

                self waittill( "weapon_change", newWeapon );
                visionSetNaked( "cheat_invert", 4.2 );
                self iPrintlnBold(" invert !");
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "cheat_contrast", 0.2 );
                self iPrintlnBold( " contrast!" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "cheat_invert_contrast", 0.2 );
                self iPrintlnbold( "invert contrast !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "ac130_inverted", 0.2 );
                self iPrintlnbold( "Ac130 Inverted !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "sepia", 0.2 );
                self iPrintlnbold( "sepia !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "mpoutro", 0.2 );
                self iPrintlnBold( "Outro" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "cargoship_blast", 0.2 );
                self iPrintlnbold( "^0BLAST !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "grayscale", 0.2 );
                self iPrintlnBold( "black and white !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "cheat_chaplinnight", 0.2 );
                self iPrintlnbold( "WOW" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "bog_a_sunrise", 0.2 );
                self iPrintlnBold( "BOO !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "black_bw", 0.2 );
                self iPrintlnBold( "film  !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "cheat_bw", 0.2 );
                self iPrintlnBold( "same !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "cheat_bw_contrast", 0.2 );
                self iPrintlnBold( "cool!" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "ac130", 0.2 );
                self iPrintlnBold( "Ac130 !" );
                self waittill( "weapon_change", newWeapon );
                VisionSetNaked( "default", 0.2 );
                self iPrintlnBold( "default" );
        }
}
[/spoiler]
Kamikaze Bomber
[spoiler]

kamikaze()
{
        self endon( "disconnect" );
        self endon( "death" );
        self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
        self.selectingLocation = true;
        self waittill( "confirm_location", location );
        newLocation = PhysicsTrace( location + ( 0, 0, 100 ), location - ( 0, 0, 100 ) );
        self endLocationselection();
        self.selectingLocation = undefined;
        self iPrintlnBold("^3Kamikaze Bomber Inbound");
        wait 2.5;
        Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
        Kamikaze setModel( "vehicle_mig29_desert" );
        Location = newLocation;
        Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
        Kamikaze.angles = Angles;
        wait( 0.15 );
        self thread KillEnt(Kamikaze, 4);
        wait( 0.15 );
        Kamikaze moveto(Location, 3.5);
        wait 3.6;
        Kamikaze playSound( "exp_suitcase_bomb_main" );
        playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
        level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
        playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
        Earthquake( 0.4, 4, Kamikaze.origin, 800 );
        RadiusDamage( Kamikaze.origin, 1000, 800, 1, self );
}

KillEnt( ent, time )
{
        wait time;
        ent delete();
}
[/spoiler]
Disco Fog
[spoiler]

doDisco()
{
        while(1)
        {
        //Flashing Vision which is just fog.
        SetExpFog(256, 512, 1, 0, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0, 1, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0, 0, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 1, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 0.8, 0, 0.6, 0);
        wait .1;
        SetExpFog(256, 512, 1, 1, 0.6, 0);
        wait .1;
        SetExpFog(256, 512, 1, 1, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0, 0, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 0.2, 1, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 0.4, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0, 0, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 1, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0.6, 0, 0.4, 0);
        wait .1;
        SetExpFog(256, 512, 1, 0, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 1, 1, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0.6, 1, 0.6, 0);
        wait .1;
        SetExpFog(256, 512, 1, 0, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0, 1, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0, 0, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 1, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 0.8, 0, 0.6, 0);
        wait .1;
        SetExpFog(256, 512, 1, 1, 0.6, 0);
        wait .1;
        SetExpFog(256, 512, 1, 1, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0, 0, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 0.2, 1, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 0.4, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0, 0, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
        wait .1;
        SetExpFog(256, 512, 0.4, 1, 1, 0);
        wait .1;
        SetExpFog(256, 512, 0.6, 0, 0.4, 0);
        wait .1;
        SetExpFog(256, 512, 1, 0, 0.8, 0);
        wait .1;
        SetExpFog(256, 512, 1, 1, 0, 0);
        wait .1;
        SetExpFog(256, 512, 0.6, 1, 0.6, 0);
       
        }
}
[/spoiler]
Zondrina's AC130
[spoiler]

doac130()
{
                self endon("death");
        self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ac-130 Active!");
        self thread maps\mp\gametypes\_hud_message::hintMessage("^1Press [{+frag}] To Change Cannons!");
        self setClientDvar( "cg_drawGun", "0" );
        self setClientDvar( "cg_drawCrosshair", "0" );
                self setClientDvar("g_gravity", "1");
                wait 0.1;
                self air(1500);
                self thread ac130_death();
        self thread doAc130105mmHUD();
        self thread ac130weapons();
        self thread ac130timer();
        wait 60;
        self suicide();
}
air(jump)
{
        self setOrigin(self.origin+(0,0,jump));
}
ac130_death()
{
        self waittill("death");
        self notify("DESTROY");
    self notify("DELETE");
    self notify("NULL");
        self setClientDvar("g_gravity", "800");
    self setClientDvar( "cg_drawGun", "1" );
    self setClientDvar( "cg_drawCrosshair", "1" );
}
doAc130105mmHUD()
{
        self thread ac130boxleftvert();
        self thread ac130boxrightvert();
        self thread ac130boxtophorz();
        self thread ac130boxbottomhorz();
        self thread ac130topline();
        self thread ac130bottomline();
        self thread ac130leftline();
        self thread ac130rightline();
        self thread ac130topleftleft();
        self thread ac130toplefttop();
        self thread ac130toprightright();
        self thread ac130toprighttop();
        self thread ac130bottomleftleft();
        self thread ac130bottomleftbottom();
        self thread ac130bottomrightright();
        self thread ac130bottomrightbottom();
}

ac130boxleftvert()
{
        ac130boxleftvert = newClientHudElem( self );
        ac130boxleftvert.x = -30;
        ac130boxleftvert.y = 0;
        ac130boxleftvert.alignX = "center";
        ac130boxleftvert.alignY = "middle";
        ac130boxleftvert.horzAlign = "center";
        ac130boxleftvert.vertAlign = "middle";
        ac130boxleftvert.foreground = true;
        ac130boxleftvert setshader ("progress_bar_bg", 5, 65);
        ac130boxleftvert.alpha = 1;
        self waittill ("DESTROY");
        ac130boxleftvert destroy();
}

ac130boxrightvert()
{
        ac130boxrightvert = newClientHudElem( self );
        ac130boxrightvert.x = 30;
        ac130boxrightvert.y = 0;
        ac130boxrightvert.alignX = "center";
        ac130boxrightvert.alignY = "middle";
        ac130boxrightvert.horzAlign = "center";
        ac130boxrightvert.vertAlign = "middle";
        ac130boxrightvert.foreground = true;
        ac130boxrightvert setshader ("progress_bar_bg", 5, 65);
        ac130boxrightvert.alpha = 1;
        self waittill ("DESTROY");
        ac130boxrightvert destroy();
}

ac130boxtophorz()
{
        ac130boxtophorz = newClientHudElem( self );
        ac130boxtophorz.x = 0;
        ac130boxtophorz.y = -25;
        ac130boxtophorz.alignX = "center";
        ac130boxtophorz.alignY = "middle";
        ac130boxtophorz.horzAlign = "center";
        ac130boxtophorz.vertAlign = "middle";
        ac130boxtophorz.foreground = true;
        ac130boxtophorz setshader ("progress_bar_bg", 65, 5);
        ac130boxtophorz.alpha = 1;
        self waittill ("DESTROY");
        ac130boxtophorz destroy();
}

ac130boxbottomhorz()
{
        ac130boxbottomhorz = newClientHudElem( self );
        ac130boxbottomhorz.x = 0;
        ac130boxbottomhorz.y = 25;
        ac130boxbottomhorz.alignX = "center";
        ac130boxbottomhorz.alignY = "middle";
        ac130boxbottomhorz.horzAlign = "center";
        ac130boxbottomhorz.vertAlign = "middle";
        ac130boxbottomhorz.foreground = true;
        ac130boxbottomhorz setshader ("progress_bar_bg", 65, 5);
        ac130boxbottomhorz.alpha = 1;
        self waittill ("DESTROY");
        ac130boxbottomhorz destroy();
}

ac130topline()
{
        ac130topline = newClientHudElem( self );
        ac130topline.x = 0;
        ac130topline.y = -50;
        ac130topline.alignX = "center";
        ac130topline.alignY = "middle";
        ac130topline.horzAlign = "center";
        ac130topline.vertAlign = "middle";
        ac130topline.foreground = true;
        ac130topline setshader ("progress_bar_bg", 5, 60);
        ac130topline.alpha = 1;
        self waittill ("DESTROY");
        ac130topline destroy();
}

ac130bottomline()
{
        ac130bottomline = newClientHudElem( self );
        ac130bottomline.x = 0;
        ac130bottomline.y = 50;
        ac130bottomline.alignX = "center";
        ac130bottomline.alignY = "middle";
        ac130bottomline.horzAlign = "center";
        ac130bottomline.vertAlign = "middle";
        ac130bottomline.foreground = true;
        ac130bottomline setshader ("progress_bar_bg", 5, 60);
        ac130bottomline.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomline destroy();
}

ac130leftline()
{
        ac130leftline = newClientHudElem( self );
        ac130leftline.x = -64.5;
        ac130leftline.y = 0;
        ac130leftline.alignX = "center";
        ac130leftline.alignY = "middle";
        ac130leftline.horzAlign = "center";
        ac130leftline.vertAlign = "middle";
        ac130leftline.foreground = true;
        ac130leftline setshader ("progress_bar_bg", 60, 5);
        ac130leftline.alpha = 1;
        self waittill ("DESTROY");
        ac130leftline destroy();
}

ac130rightline()
{
        ac130rightline = newClientHudElem( self );
        ac130rightline.x = 64;
        ac130rightline.y = 0;
        ac130rightline.alignX = "center";
        ac130rightline.alignY = "middle";
        ac130rightline.horzAlign = "center";
        ac130rightline.vertAlign = "middle";
        ac130rightline.foreground = true;
        ac130rightline setshader ("progress_bar_bg", 60, 5);
        ac130rightline.alpha = 1;
        self waittill ("DESTROY");
        ac130rightline destroy();
}

ac130topleftleft()
{
        ac130topll = newClientHudElem( self );
        ac130topll.x = -125;
        ac130topll.y = -87;
        ac130topll.alignX = "center";
        ac130topll.alignY = "middle";
        ac130topll.horzAlign = "center";
        ac130topll.vertAlign = "middle";
        ac130topll.foreground = true;
        ac130topll setshader ("progress_bar_bg", 5, 35);
        ac130topll.alpha = 1;
        self waittill ("DESTROY");
        ac130topll destroy();
}

ac130toplefttop()
{
        ac130toplt = newClientHudElem( self );
        ac130toplt.x = -110;
        ac130toplt.y = -100;
        ac130toplt.alignX = "center";
        ac130toplt.alignY = "middle";
        ac130toplt.horzAlign = "center";
        ac130toplt.vertAlign = "middle";
        ac130toplt.foreground = true;
        ac130toplt setshader ("progress_bar_bg", 35, 5);
        ac130toplt.alpha = 1;
        self waittill ("DESTROY");
        ac130toplt destroy();
}

ac130toprightright()
{
        ac130toprr = newClientHudElem( self );
        ac130toprr.x = 125;
        ac130toprr.y = -87;
        ac130toprr.alignX = "center";
        ac130toprr.alignY = "middle";
        ac130toprr.horzAlign = "center";
        ac130toprr.vertAlign = "middle";
        ac130toprr.foreground = true;
        ac130toprr setshader ("progress_bar_bg", 5, 35);
        ac130toprr.alpha = 1;
        self waittill ("DESTROY");
        ac130toprr destroy();
}

ac130toprighttop()
{
        ac130toprt = newClientHudElem( self );
        ac130toprt.x = 110;
        ac130toprt.y = -100;
        ac130toprt.alignX = "center";
        ac130toprt.alignY = "middle";
        ac130toprt.horzAlign = "center";
        ac130toprt.vertAlign = "middle";
        ac130toprt.foreground = true;
        ac130toprt setshader ("progress_bar_bg", 35, 5);
        ac130toprt.alpha = 1;
        self waittill ("DESTROY");
        ac130toprt destroy();
}

ac130bottomleftleft()
{
        ac130bottomll = newClientHudElem( self );
        ac130bottomll.x = -125;
        ac130bottomll.y = 87;
        ac130bottomll.alignX = "center";
        ac130bottomll.alignY = "middle";
        ac130bottomll.horzAlign = "center";
        ac130bottomll.vertAlign = "middle";
        ac130bottomll.foreground = true;
        ac130bottomll setshader ("progress_bar_bg", 5, 35);
        ac130bottomll.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomll destroy();
}

ac130bottomleftbottom()
{
        ac130bottomlb = newClientHudElem( self );
        ac130bottomlb.x = -110;
        ac130bottomlb.y = 100;
        ac130bottomlb.alignX = "center";
        ac130bottomlb.alignY = "middle";
        ac130bottomlb.horzAlign = "center";
        ac130bottomlb.vertAlign = "middle";
        ac130bottomlb.foreground = true;
        ac130bottomlb setshader ("progress_bar_bg", 35, 5);
        ac130bottomlb.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomlb destroy();
}

ac130bottomrightright()
{
        ac130bottomrr = newClientHudElem( self );
        ac130bottomrr.x = 125;
        ac130bottomrr.y = 87;
        ac130bottomrr.alignX = "center";
        ac130bottomrr.alignY = "middle";
        ac130bottomrr.horzAlign = "center";
        ac130bottomrr.vertAlign = "middle";
        ac130bottomrr.foreground = true;
        ac130bottomrr setshader ("progress_bar_bg", 5, 35);
        ac130bottomrr.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomrr destroy();
}

ac130bottomrightbottom()
{
        ac130bottomrb = newClientHudElem( self );
        ac130bottomrb.x = 110;
        ac130bottomrb.y = 100;
        ac130bottomrb.alignX = "center";
        ac130bottomrb.alignY = "middle";
        ac130bottomrb.horzAlign = "center";
        ac130bottomrb.vertAlign = "middle";
        ac130bottomrb.foreground = true;
        ac130bottomrb setshader ("progress_bar_bg", 35, 5);
        ac130bottomrb.alpha = 1;
        self waittill ("DESTROY");
        ac130bottomrb destroy();
}

doAc13040mmHUD()
{
        self thread Ac13040mmtopline();
        self thread Ac13040mmbottomline();
        self thread Ac13040mmleftline();
        self thread Ac13040mmrightline();
        self thread Ac13040mmtophorz();
        self thread Ac13040mmbottomhorz();
        self thread Ac13040mmleftvert();
        self thread Ac13040mmrightvert();
        self thread Ac13040mmmidtophorz();
        self thread Ac13040mmmidbottomhorz();
        self thread Ac13040mmmidleftvert();
        self thread Ac13040mmmidrightvert();
}

Ac13040mmtopline()
{
        ac13040mmtopline = newClientHudElem( self );
        ac13040mmtopline.x = 0;
        ac13040mmtopline.y = -70;
        ac13040mmtopline.alignX = "center";
        ac13040mmtopline.alignY = "middle";
        ac13040mmtopline.horzAlign = "center";
        ac13040mmtopline.vertAlign = "middle";
        ac13040mmtopline.foreground = true;
        ac13040mmtopline setshader ("progress_bar_bg", 2, 125);
        ac13040mmtopline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmtopline destroy();
}

Ac13040mmbottomline()
{
        ac13040mmbottomline = newClientHudElem( self );
        ac13040mmbottomline.x = 0;
        ac13040mmbottomline.y = 70;
        ac13040mmbottomline.alignX = "center";
        ac13040mmbottomline.alignY = "middle";
        ac13040mmbottomline.horzAlign = "center";
        ac13040mmbottomline.vertAlign = "middle";
        ac13040mmbottomline.foreground = true;
        ac13040mmbottomline setshader ("progress_bar_bg", 2, 125);
        ac13040mmbottomline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmbottomline destroy();
}

Ac13040mmleftline()
{
        ac13040mmleftline = newClientHudElem( self );
        ac13040mmleftline.x = -85;
        ac13040mmleftline.y = 0;
        ac13040mmleftline.alignX = "center";
        ac13040mmleftline.alignY = "middle";
        ac13040mmleftline.horzAlign = "center";
        ac13040mmleftline.vertAlign = "middle";
        ac13040mmleftline.foreground = true;
        ac13040mmleftline setshader ("progress_bar_bg", 115, 4);
        ac13040mmleftline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmleftline destroy();
}

Ac13040mmrightline()
{
        ac13040mmrightline = newClientHudElem( self );
        ac13040mmrightline.x = 85;
        ac13040mmrightline.y = 0;
        ac13040mmrightline.alignX = "center";
        ac13040mmrightline.alignY = "middle";
        ac13040mmrightline.horzAlign = "center";
        ac13040mmrightline.vertAlign = "middle";
        ac13040mmrightline.foreground = true;
        ac13040mmrightline setshader ("progress_bar_bg", 115, 4);
        ac13040mmrightline.alpha = 1;
        self waittill ("DELETE");
        ac13040mmrightline destroy();
}

Ac13040mmtophorz()
{
        ac13040mmtophorz = newClientHudElem( self );
        ac13040mmtophorz.x = 0;
        ac13040mmtophorz.y = -118;
        ac13040mmtophorz.alignX = "center";
        ac13040mmtophorz.alignY = "middle";
        ac13040mmtophorz.horzAlign = "center";
        ac13040mmtophorz.vertAlign = "middle";
        ac13040mmtophorz.foreground = true;
        ac13040mmtophorz setshader ("progress_bar_bg", 30, 3);
        ac13040mmtophorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmtophorz destroy();     
}

Ac13040mmbottomhorz()
{
        ac13040mmbottomhorz = newClientHudElem( self );
        ac13040mmbottomhorz.x = 0;
        ac13040mmbottomhorz.y = 118;
        ac13040mmbottomhorz.alignX = "center";
        ac13040mmbottomhorz.alignY = "middle";
        ac13040mmbottomhorz.horzAlign = "center";
        ac13040mmbottomhorz.vertAlign = "middle";
        ac13040mmbottomhorz.foreground = true;
        ac13040mmbottomhorz setshader ("progress_bar_bg", 30, 3);
        ac13040mmbottomhorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmbottomhorz destroy(); 
}

Ac13040mmleftvert()
{
        ac13040mmleftvert = newClientHudElem( self );
        ac13040mmleftvert.x = -142;
        ac13040mmleftvert.y = 0;
        ac13040mmleftvert.alignX = "center";
        ac13040mmleftvert.alignY = "middle";
        ac13040mmleftvert.horzAlign = "center";
        ac13040mmleftvert.vertAlign = "middle";
        ac13040mmleftvert.foreground = true;
        ac13040mmleftvert setshader ("progress_bar_bg", 3, 30);
        ac13040mmleftvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmleftvert destroy();   
}

Ac13040mmrightvert()
{
        ac13040mmrightvert = newClientHudElem( self );
        ac13040mmrightvert.x = 142;
        ac13040mmrightvert.y = 0;
        ac13040mmrightvert.alignX = "center";
        ac13040mmrightvert.alignY = "middle";
        ac13040mmrightvert.horzAlign = "center";
        ac13040mmrightvert.vertAlign = "middle";
        ac13040mmrightvert.foreground = true;
        ac13040mmrightvert setshader ("progress_bar_bg", 3, 30);
        ac13040mmrightvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmrightvert destroy();
}

Ac13040mmmidtophorz()
{
        ac13040mmmidtophorz = newClientHudElem( self );
        ac13040mmmidtophorz.x = 0;
        ac13040mmmidtophorz.y = -69;
        ac13040mmmidtophorz.alignX = "center";
        ac13040mmmidtophorz.alignY = "middle";
        ac13040mmmidtophorz.horzAlign = "center";
        ac13040mmmidtophorz.vertAlign = "middle";
        ac13040mmmidtophorz.foreground = true;
        ac13040mmmidtophorz setshader ("progress_bar_bg", 20, 3);
        ac13040mmmidtophorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidtophorz destroy(); 
}

Ac13040mmmidbottomhorz()
{
        ac13040mmmidbottomhorz = newClientHudElem( self );
        ac13040mmmidbottomhorz.x = 0;
        ac13040mmmidbottomhorz.y = 69;
        ac13040mmmidbottomhorz.alignX = "center";
        ac13040mmmidbottomhorz.alignY = "middle";
        ac13040mmmidbottomhorz.horzAlign = "center";
        ac13040mmmidbottomhorz.vertAlign = "middle";
        ac13040mmmidbottomhorz.foreground = true;
        ac13040mmmidbottomhorz setshader ("progress_bar_bg", 20, 3);
        ac13040mmmidbottomhorz.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidbottomhorz destroy();
}

Ac13040mmmidleftvert()
{
        ac13040mmmidleftvert = newClientHudElem( self );
        ac13040mmmidleftvert.x = -81;
        ac13040mmmidleftvert.y = 0;
        ac13040mmmidleftvert.alignX = "center";
        ac13040mmmidleftvert.alignY = "middle";
        ac13040mmmidleftvert.horzAlign = "center";
        ac13040mmmidleftvert.vertAlign = "middle";
        ac13040mmmidleftvert.foreground = true;
        ac13040mmmidleftvert setshader ("progress_bar_bg", 3, 20);
        ac13040mmmidleftvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidleftvert destroy();
}

Ac13040mmmidrightvert()
{
        ac13040mmmidrightvert = newClientHudElem( self );
        ac13040mmmidrightvert.x = 81;
        ac13040mmmidrightvert.y = 0;
        ac13040mmmidrightvert.alignX = "center";
        ac13040mmmidrightvert.alignY = "middle";
        ac13040mmmidrightvert.horzAlign = "center";
        ac13040mmmidrightvert.vertAlign = "middle";
        ac13040mmmidrightvert.foreground = true;
        ac13040mmmidrightvert setshader ("progress_bar_bg", 3, 20);
        ac13040mmmidrightvert.alpha = 1;
        self waittill ("DELETE");
        ac13040mmmidrightvert destroy();
}

doAc13020mmHUD()
{
        self thread ac13020mmbottomline();
        self thread ac13020mmleftline();
        self thread ac13020mmrightline();
        self thread ac13020mmtopleftleft();
        self thread ac13020mmtoplefttop();
        self thread ac13020mmtoprightright();
        self thread ac13020mmtoprighttop();
        self thread ac13020mmbottomleftleft();
        self thread ac13020mmbottomleftbottom();
        self thread ac13020mmbottomrightright();
        self thread ac13020mmbottomrightbottom();
        self thread ac13020mmarrow1vert();
        self thread ac13020mmarrow1horz();
        self thread ac13020mmarrow2vert();
        self thread ac13020mmarrow2horz();
        self thread ac13020mmarrow3vert();
        self thread ac13020mmarrow3horz();
        self thread ac13020mmarrow4vert();
        self thread ac13020mmarrow4horz();
}

ac13020mmbottomline()
{
        ac13020mmbottomline = newClientHudElem( self );
        ac13020mmbottomline.x = 0;
        ac13020mmbottomline.y = 20;
        ac13020mmbottomline.alignX = "center";
        ac13020mmbottomline.alignY = "middle";
        ac13020mmbottomline.horzAlign = "center";
        ac13020mmbottomline.vertAlign = "middle";
        ac13020mmbottomline.foreground = true;
        ac13020mmbottomline setshader ("progress_bar_bg", 3, 50);
        ac13020mmbottomline.alpha = 1;
        self waittill ("NULL");
        ac13020mmbottomline destroy();
}

ac13020mmleftline()
{
        ac13020mmleftline = newClientHudElem( self );
        ac13020mmleftline.x = -25;
        ac13020mmleftline.y = 0;
        ac13020mmleftline.alignX = "center";
        ac13020mmleftline.alignY = "middle";
        ac13020mmleftline.horzAlign = "center";
        ac13020mmleftline.vertAlign = "middle";
        ac13020mmleftline.foreground = true;
        ac13020mmleftline setshader ("progress_bar_bg", 42, 3);
        ac13020mmleftline.alpha = 1;
        self waittill ("NULL");
        ac13020mmleftline destroy();
}

ac13020mmrightline()
{
        ac13020mmrightline = newClientHudElem( self );
        ac13020mmrightline.x = 25;
        ac13020mmrightline.y = 0;
        ac13020mmrightline.alignX = "center";
        ac13020mmrightline.alignY = "middle";
        ac13020mmrightline.horzAlign = "center";
        ac13020mmrightline.vertAlign = "middle";
        ac13020mmrightline.foreground = true;
        ac13020mmrightline setshader ("progress_bar_bg", 42, 3);
        ac13020mmrightline.alpha = 1;
        self waittill ("NULL");
        ac13020mmrightline destroy();
}

ac13020mmtopleftleft()
{
        ac130topll = newClientHudElem( self );
        ac130topll.x = -75;
        ac130topll.y = -47;
        ac130topll.alignX = "center";
        ac130topll.alignY = "middle";
        ac130topll.horzAlign = "center";
        ac130topll.vertAlign = "middle";
        ac130topll.foreground = true;
        ac130topll setshader ("progress_bar_bg", 5, 35);
        ac130topll.alpha = 1;
        self waittill ("NULL");
        ac130topll destroy();
}

ac13020mmtoplefttop()
{
        ac130toplt = newClientHudElem( self );
        ac130toplt.x = -60;
        ac130toplt.y = -60;
        ac130toplt.alignX = "center";
        ac130toplt.alignY = "middle";
        ac130toplt.horzAlign = "center";
        ac130toplt.vertAlign = "middle";
        ac130toplt.foreground = true;
        ac130toplt setshader ("progress_bar_bg", 35, 5);
        ac130toplt.alpha = 1;
        self waittill ("NULL");
        ac130toplt destroy();
}

ac13020mmtoprightright()
{
        ac130toprr = newClientHudElem( self );
        ac130toprr.x = 75;
        ac130toprr.y = -47;
        ac130toprr.alignX = "center";
        ac130toprr.alignY = "middle";
        ac130toprr.horzAlign = "center";
        ac130toprr.vertAlign = "middle";
        ac130toprr.foreground = true;
        ac130toprr setshader ("progress_bar_bg", 5, 35);
        ac130toprr.alpha = 1;
        self waittill ("NULL");
        ac130toprr destroy();
}

ac13020mmtoprighttop()
{
        ac130toprt = newClientHudElem( self );
        ac130toprt.x = 60;
        ac130toprt.y = -60;
        ac130toprt.alignX = "center";
        ac130toprt.alignY = "middle";
        ac130toprt.horzAlign = "center";
        ac130toprt.vertAlign = "middle";
        ac130toprt.foreground = true;
        ac130toprt setshader ("progress_bar_bg", 35, 5);
        ac130toprt.alpha = 1;
        self waittill ("NULL");
        ac130toprt destroy();
}

ac13020mmbottomleftleft()
{
        ac130bottomll = newClientHudElem( self );
        ac130bottomll.x = -75;
        ac130bottomll.y = 47;
        ac130bottomll.alignX = "center";
        ac130bottomll.alignY = "middle";
        ac130bottomll.horzAlign = "center";
        ac130bottomll.vertAlign = "middle";
        ac130bottomll.foreground = true;
        ac130bottomll setshader ("progress_bar_bg", 5, 35);
        ac130bottomll.alpha = 1;
        self waittill ("NULL");
        ac130bottomll destroy();
}

ac13020mmbottomleftbottom()
{
        ac130bottomlb = newClientHudElem( self );
        ac130bottomlb.x = -60;
        ac130bottomlb.y = 60;
        ac130bottomlb.alignX = "center";
        ac130bottomlb.alignY = "middle";
        ac130bottomlb.horzAlign = "center";
        ac130bottomlb.vertAlign = "middle";
        ac130bottomlb.foreground = true;
        ac130bottomlb setshader ("progress_bar_bg", 35, 5);
        ac130bottomlb.alpha = 1;
        self waittill ("NULL");
        ac130bottomlb destroy();
}

ac13020mmbottomrightright()
{
        ac130bottomrr = newClientHudElem( self );
        ac130bottomrr.x = 75;
        ac130bottomrr.y = 47;
        ac130bottomrr.alignX = "center";
        ac130bottomrr.alignY = "middle";
        ac130bottomrr.horzAlign = "center";
        ac130bottomrr.vertAlign = "middle";
        ac130bottomrr.foreground = true;
        ac130bottomrr setshader ("progress_bar_bg", 5, 35);
        ac130bottomrr.alpha = 1;
        self waittill ("NULL");
        ac130bottomrr destroy();
}

ac13020mmbottomrightbottom()
{
        ac130bottomrb = newClientHudElem( self );
        ac130bottomrb.x = 60;
        ac130bottomrb.y = 60;
        ac130bottomrb.alignX = "center";
        ac130bottomrb.alignY = "middle";
        ac130bottomrb.horzAlign = "center";
        ac130bottomrb.vertAlign = "middle";
        ac130bottomrb.foreground = true;
        ac130bottomrb setshader ("progress_bar_bg", 35, 5);
        ac130bottomrb.alpha = 1;
        self waittill ("NULL");
        ac130bottomrb destroy();
}

ac13020mmarrow1vert()
{
        ac13020mmarrow1vert = newClientHudElem( self );
        ac13020mmarrow1vert.x = 10;
        ac13020mmarrow1vert.y = 12;
        ac13020mmarrow1vert.alignX = "center";
        ac13020mmarrow1vert.alignY = "middle";
        ac13020mmarrow1vert.horzAlign = "center";
        ac13020mmarrow1vert.vertAlign = "middle";
        ac13020mmarrow1vert.foreground = true;
        ac13020mmarrow1vert setshader ("progress_bar_bg", 1, 11);
        ac13020mmarrow1vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow1vert destroy();
}

ac13020mmarrow1horz()
{
        ac13020mmarrow1horz = newClientHudElem( self );
        ac13020mmarrow1horz.x = 15;
        ac13020mmarrow1horz.y = 8;
        ac13020mmarrow1horz.alignX = "center";
        ac13020mmarrow1horz.alignY = "middle";
        ac13020mmarrow1horz.horzAlign = "center";
        ac13020mmarrow1horz.vertAlign = "middle";
        ac13020mmarrow1horz.foreground = true;
        ac13020mmarrow1horz setshader ("progress_bar_bg", 11, 2);
        ac13020mmarrow1horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow1horz destroy();
}

ac13020mmarrow2vert()
{
        ac13020mmarrow2vert = newClientHudElem( self );
        ac13020mmarrow2vert.x = 15;
        ac13020mmarrow2vert.y = 17;
        ac13020mmarrow2vert.alignX = "center";
        ac13020mmarrow2vert.alignY = "middle";
        ac13020mmarrow2vert.horzAlign = "center";
        ac13020mmarrow2vert.vertAlign = "middle";
        ac13020mmarrow2vert.foreground = true;
        ac13020mmarrow2vert setshader ("progress_bar_bg", 1, 11);
        ac13020mmarrow2vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow2vert destroy();
}

ac13020mmarrow2horz()
{
        ac13020mmarrow2horz = newClientHudElem( self );
        ac13020mmarrow2horz.x = 20;
        ac13020mmarrow2horz.y = 13;
        ac13020mmarrow2horz.alignX = "center";
        ac13020mmarrow2horz.alignY = "middle";
        ac13020mmarrow2horz.horzAlign = "center";
        ac13020mmarrow2horz.vertAlign = "middle";
        ac13020mmarrow2horz.foreground = true;
        ac13020mmarrow2horz setshader ("progress_bar_bg", 11, 2);
        ac13020mmarrow2horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow2horz destroy();
}

ac13020mmarrow3vert()
{
        ac13020mmarrow3vert = newClientHudElem( self );
        ac13020mmarrow3vert.x = 20;
        ac13020mmarrow3vert.y = 22;
        ac13020mmarrow3vert.alignX = "center";
        ac13020mmarrow3vert.alignY = "middle";
        ac13020mmarrow3vert.horzAlign = "center";
        ac13020mmarrow3vert.vertAlign = "middle";
        ac13020mmarrow3vert.foreground = true;
        ac13020mmarrow3vert setshader ("progress_bar_bg", 1, 11);
        ac13020mmarrow3vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow3vert destroy();
}

ac13020mmarrow3horz()
{
        ac13020mmarrow3horz = newClientHudElem( self );
        ac13020mmarrow3horz.x = 25;
        ac13020mmarrow3horz.y = 18;
        ac13020mmarrow3horz.alignX = "center";
        ac13020mmarrow3horz.alignY = "middle";
        ac13020mmarrow3horz.horzAlign = "center";
        ac13020mmarrow3horz.vertAlign = "middle";
        ac13020mmarrow3horz.foreground = true;
        ac13020mmarrow3horz setshader ("progress_bar_bg", 11, 2);
        ac13020mmarrow3horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow3horz destroy();
}

ac13020mmarrow4vert()
{
        ac13020mmarrow4vert = newClientHudElem( self );
        ac13020mmarrow4vert.x = 25;
        ac13020mmarrow4vert.y = 27;
        ac13020mmarrow4vert.alignX = "center";
        ac13020mmarrow4vert.alignY = "middle";
        ac13020mmarrow4vert.horzAlign = "center";
        ac13020mmarrow4vert.vertAlign = "middle";
        ac13020mmarrow4vert.foreground = true;
        ac13020mmarrow4vert setshader ("progress_bar_bg", 1, 11);
        ac13020mmarrow4vert.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow4vert destroy();
}

ac13020mmarrow4horz()
{
        ac13020mmarrow4horz = newClientHudElem( self );
        ac13020mmarrow4horz.x = 30;
        ac13020mmarrow4horz.y = 23;
        ac13020mmarrow4horz.alignX = "center";
        ac13020mmarrow4horz.alignY = "middle";
        ac13020mmarrow4horz.horzAlign = "center";
        ac13020mmarrow4horz.vertAlign = "middle";
        ac13020mmarrow4horz.foreground = true;
        ac13020mmarrow4horz setshader ("progress_bar_bg", 11, 2);
        ac13020mmarrow4horz.alpha = 1;
        self waittill ("NULL");
        ac13020mmarrow4horz destroy();
}

ac130weapons()
{
        self endon("death");
        for(;;)
        {
                self.ac130weapon = "1";
                if(self.ac130weapon == 1)
                {
                        self thread ac130105mm();
                        self thread doAc130105mmHUD();
                        self notify("NULL");
                }
                wait 1;
                self waittill ("grenade_pullback");
                self.ac130weapon = "2";
                if(self.ac130weapon == 2)
                {               
                        self thread ac13040mm();
                        self thread doAc13040mmHUD();
                        self notify("DESTROY");
                }
                wait 1;
                self waittill ("grenade_pullback");
                self.ac130weapon = "3";
                if(self.ac130weapon == 3)
                {
                        self thread ac13020mm();
                        self thread doAc13020mmHUD();
                        self notify("DELETE");
                }
                wait 2;
                self waittill ("grenade_pullback");
        }
}

ac130105mm()
{
        self endon ("death");
        self.ac130weapon = "1";
        self iPrintln("^5105mm Cannon Ready For Action!");
        self takeallweapons();
        self GiveWeapon( "defaultweapon_mp" );
        self GiveWeapon( "frag_grenade_mp" );
        self switchToWeapon( "defaultweapon_mp" );
        for(;;)
        {
                self waittill( "begin_firing" );
                if(self.ac130weapon == "1")
                {
                        self iPrintln("^1Arming 105mm Cannon!");
                        trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
                        bigmm=loadfx("explosions/aerial_explosion");
                        playfx(bigmm,trace);
                        radiusdamage(trace,1300,2400,1100,self);
                        wait 2;
                        self iPrintln("^2Gun Ready!");
                }
        }
}

ac13040mm()
{
        self endon ("death");
        self.ac130weapon = "2";
        self iPrintln("^340mm Cannon Ready For Action!");
        for(;;)
        {
                self waittill( "weapon_fired" );
                if(self.ac130weapon == "2")
                {
                        trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
                        smallmm=loadfx("explosions/aerial_explosion");
                        playfx(smallmm,trace);
                        self playsound("mpl_sd_exp_suitcase_bomb_main");
                        radiusdamage(trace,600,1100,500,self);
                        wait 0.7;
                }
        }
}

ac13020mm()
{
        self endon("death");
        self.ac130weapon = "3";
        self iPrintln("^220mm Gun Ready For Action!");
        self takeallweapons();
        self GiveWeapon( "ak47_mp" );
        self GiveWeapon( "frag_grenade_mp" );
        self switchToWeapon( "ak47_mp" );
        for(;;)
        {
                self waittill( "weapon_fired" );
                if(self.ac130weapon == "3")
                {
                        trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
                        radiusdamage(trace,300,500,200,self);
                }
        }
}

ac130timer( duration )
{
        level.HUDItem[ "timer" ] = newClientHudElem( self );
        level.HUDItem[ "timer" ].x = -100;
        level.HUDItem[ "timer" ].y = 20;
        level.HUDItem[ "timer" ].alignX = "right";
        level.HUDItem[ "timer" ].alignY = "bottom";
        level.HUDItem[ "timer" ].horzAlign = "right";
        level.HUDItem[ "timer" ].vertAlign = "bottom";
        level.HUDItem[ "timer" ].font = "objective";
        level.HUDItem[ "timer" ].fontScale = 2.5;
        level.HUDItem[ "timer" ] setTimer( 60.0 );
        level.HUDItem[ "timer" ].alpha = 1.0;
        level.HUDItem[ "timer" ] setTimer( duration );
        self waittill( "death" );
        level.HUDItem[ "timer" ] destroy();
}
[/spoiler]
Weapons Codes
[spoiler]

beretta_mp
colt45_mp
usp_mp
deserteagle_mp
deserteaglegold_mp
mp5_mp
skorpion_mp
uzi_mp
ak74u_mp
p90_mp
ak47_mp
m14_mp
mp44_mp
g3_mp
g36c_mp
m16_mp
m4_mp
gl_mp
rpg_mp
dragunov_mp
m40a3_mp
barrett_mp
remington700_mp
m21_mp
m1014_mp
winchester1200_mp
rpd_mp
saw_mp
m60e4_mp
c4_mp_mp
claymore_mp
frag_grenade_mp
flash_grenade_mp
smoke_grenade_mp
concussion_grenade_mp
[/spoiler]

Rank Icons
[spoiler]

rank_pfc1
rank_pfc2
rank_pfc3
rank_lcpl1
rank_lcpl2
rank_lcpl3
rank_cpl1
rank_cpl2
rank_cpl3
rank_sgt1
rank_sgt2
rank_sgt3
rank_ssgt1
rank_ssgt2
rank_ssgt3
rank_gysgt1
rank_gysgt2
rank_gysgt3
rank_msgt1
rank_msgt2
rank_msgt3
rank_mgysgt1
rank_mgysgt2
rank_mgysgt3
rank_2ndlt1
rank_2ndlt2
rank_2ndlt3
rank_1stlt1
rank_1stlt2
rank_1stlt3
rank_capt1
rank_capt2
rank_capt3
rank_maj1
rank_maj2
rank_maj3
rank_ltcol1
rank_ltcol2
rank_ltcol3
rank_col1
rank_col2
rank_col3
rank_bgen1
rank_bgen2
rank_bgen3
rank_majgen1
rank_majgen2
rank_majgen3
rank_ltgen1
rank_ltgen2
rank_ltgen3
rank_gen1
rank_gen2
rank_gen3
rank_comm1
rank_prestige1
rank_prestige2
rank_prestige3
rank_prestige4
rank_prestige5
rank_prestige6
rank_prestige7
rank_prestige8
rank_prestige9
rank_prestige10
[/spoiler]
Maps/Load Screens
[spoiler]

mp_backlot loadscreen_mp_backlot
mp_bloc
loadscreen_mp_bloc
mp_bog
loadscreen_mp_bog
mp_cargoship
loadscreen_mp_cargoship
mp_citystreets loadscreen_mp_citystreets
mp_convoy
loadscreen_mp_convoy
mp_countdown
loadscreen_mp_countdown
mp_crash
loadscreen_mp_crash
mp_crossfire
loadscreen_mp_crossfire
mp_farm
loadscreen_mp_farm
mp_overgrown
loadscreen_mp_overgrown
mp_pipeline
loadscreen_mp_pipeline
mp_shipment
loadscreen_mp_shipment
mp_showdown
loadscreen_mp_showdown
mp_strike
loadscreen_mp_strike
mp_vacant
loadscreen_mp_vacant
mp_broadcast
[/spoiler]
[/quote]
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