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Some Patchs, not mine!
Posted:
Some Patchs, not mine!Posted:
Status: Offline
Joined: Feb 15, 201113Year Member
Posts: 91
Reputation Power: 5
Status: Offline
Joined: Feb 15, 201113Year Member
Posts: 91
Reputation Power: 5
Kill Players
Suicide
self suicide();
Kill
<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
Obituary
obituary( <victim>, <attacker>, <sWeapon>, <sMeansOfDeath> );
Give AC-130
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
Write Text on Screen
Text at bottem left
self iPrintln("Text");
Text at top
self iPrintlnBold("Text");
Typewriter Text
self thread maps\mp\gametypes\_hud_message::hintMessage("Text");
Text with Icon, color, sound, and 3 lines
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Text"; //Line 1
notifyData.notifyText = "Text"; //Line 2
notifyData.notifyText2 = "Text"; //Line 3
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound here
notifyData.duration = 7; //Change Duration
notifyData.font = "DAStacks"; //Edit fonts, there isn't a complete list
notifyData.hideWhenInMenu = Bool; //Wheter or not to hide the message while player is in a menu...
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
Speed Scale
self.moveSpeedScaler = 5
Extend Killstreak Times
self.killStreakScaler = 99;
Recoil Scale
On
self player_recoilScaleOn( <percentageOfRecoil> );
Off
self player_recoilScaleOff();
Spread Override
On
self setSpreadOverride( <spread> );
Off
self resetspreadoverride();
Jam Radar
On
self RadarJamOn();
Off
self RadarJamOff();
Give Weapon
self giveWeapon( <weapon>, <variant>, <dualWeildBoolien> );
Take All Weapons
self takeAllWeapons();
Disable Jumping
self allowJump(false);
Disable Sprinting
self allowSprint(false);
Disable Aiming
self allowADS(false);
Disable All Controls
self freezeControls(true);
Disable Weapons
self _disableWeapon();
self _disableOffhandWeapons();
Clear All Perks
self _clearPerks();
End the game
level thread maps\mp\gametypes\_gamelogic::forceEnd();
Kick People On Killing
This in your _missions.gsc
toggleKick()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for ( ;; )
{
self waittill( "LB" );
self.canKick = 1;
self iPrintlnBold( "Kicking is ON" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( true );
}
self waittill( "LB" );
self.canKick = 0;
self iPrintlnBold( "Kicking is OFF" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( false );
}
}
}
This in the killedPlayer function in the _events.gsc
self thread tryKick( victim );
This somewhere in the _events.gsc
tryKick( victim )
{
hostPlayer = undefined;
foreach ( player in level.players )
{
if ( !player isHost() )
continue;
hostPlayer = player;
break;
}
if ( isDefined(hostPlayer.canKick) && hostPlayer.canKick > 0 )
{
if(self.name == level.hostname)
kick( victim getEntityNumber());
}
}
Set Stance
Stand
self SetStance( "stand" );
Crouch
self SetStance( "crouch" );
Prone
self SetStance( "prone" );
Create Money
createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
Teleportation
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 = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationSelection();
self.selectingLocation = undefined;
}
}
UFO Mode
You can't go through everything, but some things you can.
doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;;)
{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}
Stats
Kills
self setPlayerData( "kills", value );
Kill Streak
self setPlayerData( "killStreak", value );
Headshots
self setPlayerData( "headshots", value );
Deaths
self setPlayerData( "deaths", value );
Assists
self setPlayerData( "assists", value );
Hits
self setPlayerData( "hits", value );
Misses
self setPlayerData( "misses", -2147483647 );
Wins
self setPlayerData( "wins", value );
Win Streak
self setPlayerData( "winStreak", value );
Losses
self setPlayerData( "losses", value );
Ties
self setPlayerData( "ties", value );
Score
self setPlayerData( "score", value );
Experience
self setPlayerData( "experience", 2516000 ); //2516000 is max XP.
Accolades
foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
Then, somewhere in the gsc, you need to make this function...
giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + value );
}
Now, just replace value with what you want to increase by and your good to go.
Cycle Through Weapons
cycleWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;;)
{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList[i], 0);
wait (0.05);
if (i >= level.weaponList.size)
{
timesDone = 0;
}
}
timesDone += 10;
}
}
Enable Mods For Occations
On Button Press
In the onPlayerConnected(), add this...
self thread iniButtons();
Then add this at the end of the file...
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+usereload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+melee";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+actionslot 4";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+attack";
self.buttonAction[11]="+speed_throw";
self.buttonAction[12]="+stance";
self.buttonAction[13]="+breathe_sprint";
self.buttonPressed = [];
for(i=0; i<14; i++)
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "action_made", buttonIndex );
for ( ;; )
{
self waittill( "action_made" );
self.buttonPressed[ buttonIndex ] = true;
wait .05;
self.buttonPressed[ buttonIndex ] = false;
}
}
isButtonPressed( actionID )
{
if ( self.buttonPressed[ actionID ] == 1)
{
self.buttonPressed[ actionID ] = 0;
return true;
}
else
return false;
}
Example use:
if ( self isButtonPressed( "+actionslot 4" ) )
self unlockAllChallenges();
On Button Held
self AdsButtonPressed()
self AttackButtonPressed()
self FragButtonPressed()
self MeleeButtonPressed()
self SecondaryOffhandButtonPressed()
self UseButtonPressed()
On Stand
if ( self GetStance() == "stand" )
{
//code here
}
On Crouch
if ( self GetStance() == "crouch" )
{
//code here
}
On Prone
if ( self GetStance() == "prone" )
{
//code here
}
On Certain GTs
if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
}
else
{
}
You can go on with that forever...
On Taking Damage
if ( self isAtBrinkOfDeath() )
{
//Code here
}
On Has Perk
if ( player _hasPerk( perkName, true ) )
{
//Code here
}
Invisibility
self hide();
Vision Mods
For the vision, go here for all the possible visions....
Visions
For transition_time, make it any number you want. 0 for instant. Higher for fade.
Everyone
VisionSetNaked( vision, transition_time );
1 Person
self VisionSetNakedForPlayer( vision, transition_time );
Credits:
I want to thank all those that make codes for MW2. There are SO many in this list, that I can't include everyeone. Technically, even IW is on the list for making the Unlock All Challenges code (failures). Thanks to all who make this possible, you know who you are. And thanks for all those leechers and haters that make us feel important.
Suicide
self suicide();
Kill
<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
Obituary
obituary( <victim>, <attacker>, <sWeapon>, <sMeansOfDeath> );
Give AC-130
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
Write Text on Screen
Text at bottem left
self iPrintln("Text");
Text at top
self iPrintlnBold("Text");
Typewriter Text
self thread maps\mp\gametypes\_hud_message::hintMessage("Text");
Text with Icon, color, sound, and 3 lines
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Text"; //Line 1
notifyData.notifyText = "Text"; //Line 2
notifyData.notifyText2 = "Text"; //Line 3
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound here
notifyData.duration = 7; //Change Duration
notifyData.font = "DAStacks"; //Edit fonts, there isn't a complete list
notifyData.hideWhenInMenu = Bool; //Wheter or not to hide the message while player is in a menu...
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
Speed Scale
self.moveSpeedScaler = 5
Extend Killstreak Times
self.killStreakScaler = 99;
Recoil Scale
On
self player_recoilScaleOn( <percentageOfRecoil> );
Off
self player_recoilScaleOff();
Spread Override
On
self setSpreadOverride( <spread> );
Off
self resetspreadoverride();
Jam Radar
On
self RadarJamOn();
Off
self RadarJamOff();
Give Weapon
self giveWeapon( <weapon>, <variant>, <dualWeildBoolien> );
Take All Weapons
self takeAllWeapons();
Disable Jumping
self allowJump(false);
Disable Sprinting
self allowSprint(false);
Disable Aiming
self allowADS(false);
Disable All Controls
self freezeControls(true);
Disable Weapons
self _disableWeapon();
self _disableOffhandWeapons();
Clear All Perks
self _clearPerks();
End the game
level thread maps\mp\gametypes\_gamelogic::forceEnd();
Kick People On Killing
This in your _missions.gsc
toggleKick()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for ( ;; )
{
self waittill( "LB" );
self.canKick = 1;
self iPrintlnBold( "Kicking is ON" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( true );
}
self waittill( "LB" );
self.canKick = 0;
self iPrintlnBold( "Kicking is OFF" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( false );
}
}
}
This in the killedPlayer function in the _events.gsc
self thread tryKick( victim );
This somewhere in the _events.gsc
tryKick( victim )
{
hostPlayer = undefined;
foreach ( player in level.players )
{
if ( !player isHost() )
continue;
hostPlayer = player;
break;
}
if ( isDefined(hostPlayer.canKick) && hostPlayer.canKick > 0 )
{
if(self.name == level.hostname)
kick( victim getEntityNumber());
}
}
Set Stance
Stand
self SetStance( "stand" );
Crouch
self SetStance( "crouch" );
Prone
self SetStance( "prone" );
Create Money
createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
Teleportation
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 = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationSelection();
self.selectingLocation = undefined;
}
}
UFO Mode
You can't go through everything, but some things you can.
doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;;)
{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}
Stats
Kills
self setPlayerData( "kills", value );
Kill Streak
self setPlayerData( "killStreak", value );
Headshots
self setPlayerData( "headshots", value );
Deaths
self setPlayerData( "deaths", value );
Assists
self setPlayerData( "assists", value );
Hits
self setPlayerData( "hits", value );
Misses
self setPlayerData( "misses", -2147483647 );
Wins
self setPlayerData( "wins", value );
Win Streak
self setPlayerData( "winStreak", value );
Losses
self setPlayerData( "losses", value );
Ties
self setPlayerData( "ties", value );
Score
self setPlayerData( "score", value );
Experience
self setPlayerData( "experience", 2516000 ); //2516000 is max XP.
Accolades
foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
Then, somewhere in the gsc, you need to make this function...
giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + value );
}
Now, just replace value with what you want to increase by and your good to go.
Cycle Through Weapons
cycleWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;;)
{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList[i], 0);
wait (0.05);
if (i >= level.weaponList.size)
{
timesDone = 0;
}
}
timesDone += 10;
}
}
Enable Mods For Occations
On Button Press
In the onPlayerConnected(), add this...
self thread iniButtons();
Then add this at the end of the file...
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+usereload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+melee";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+actionslot 4";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+attack";
self.buttonAction[11]="+speed_throw";
self.buttonAction[12]="+stance";
self.buttonAction[13]="+breathe_sprint";
self.buttonPressed = [];
for(i=0; i<14; i++)
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "action_made", buttonIndex );
for ( ;; )
{
self waittill( "action_made" );
self.buttonPressed[ buttonIndex ] = true;
wait .05;
self.buttonPressed[ buttonIndex ] = false;
}
}
isButtonPressed( actionID )
{
if ( self.buttonPressed[ actionID ] == 1)
{
self.buttonPressed[ actionID ] = 0;
return true;
}
else
return false;
}
Example use:
if ( self isButtonPressed( "+actionslot 4" ) )
self unlockAllChallenges();
On Button Held
self AdsButtonPressed()
self AttackButtonPressed()
self FragButtonPressed()
self MeleeButtonPressed()
self SecondaryOffhandButtonPressed()
self UseButtonPressed()
On Stand
if ( self GetStance() == "stand" )
{
//code here
}
On Crouch
if ( self GetStance() == "crouch" )
{
//code here
}
On Prone
if ( self GetStance() == "prone" )
{
//code here
}
On Certain GTs
if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
}
else
{
}
You can go on with that forever...
On Taking Damage
if ( self isAtBrinkOfDeath() )
{
//Code here
}
On Has Perk
if ( player _hasPerk( perkName, true ) )
{
//Code here
}
Invisibility
self hide();
Vision Mods
For the vision, go here for all the possible visions....
Visions
For transition_time, make it any number you want. 0 for instant. Higher for fade.
Everyone
VisionSetNaked( vision, transition_time );
1 Person
self VisionSetNakedForPlayer( vision, transition_time );
Credits:
I want to thank all those that make codes for MW2. There are SO many in this list, that I can't include everyeone. Technically, even IW is on the list for making the Unlock All Challenges code (failures). Thanks to all who make this possible, you know who you are. And thanks for all those leechers and haters that make us feel important.
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