Tutti Codici C++ mw2, grz a DEREKTROTTER x avermeli dati

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{NK}mjrko
view post Posted on 27/1/2011, 23:41     -1   +1   -1




[C001] Complete All Challenges
[C002] Instant Level 70
[C003] Toggle UFO Mode
[C004] Godmode
[C005] Unlimited Ammo
[C006] Toggle Red Boxes
[C007] Teleport
[C008] No Recoil
[C009] Invisibility
[C010] Advanced Aimbot by Lost4468
[C011] Unfair Aimbot
[C012] Spawn/Move Care Packages
[C013] Create Money
[C014] Write Text On Screen
[C015] Enable Mods for Occasions
[C016] Set Stats
[C017] Fast Restart
[C018] End Game
[C019] Change Vision
[C020] Change Model
[C021] Shoot Projectiles
[C022] Hidden Gamemodes
[C023] Earthquake
[C024] Explosive Bullets
[C025] Freeze/Unfreeze Players
[C026] Care Package Bunker by TheUnkn0wn
[C027] Skybase
[C028] Artillery Gun
[C029] Change Appearance by TheUnkn0wn
[C030] Adding Bots
[C031] Flyable Harrier
[C032] Deranking Scripts
[C033] Display Cardicon on Welcome Message
[C034] Give any Killstreak
[C035] Disable Functions
[C036] Spawn Merry-Go Round
[C037] Teleport Everyone to Position
[C038] Floating / Flying
[C039] Toggle Pro Mod
[C040] Bouncy Grenades
[C041] Kamikaze Bomber
[C042] All Infection's Package
[C043] Jetpack by Lost4468
[C044] Death Machine
[C045] Diving Airstrike
[C046] Human Torch
[C047] Suicide Bomber
[C048] Disco
[C049] Save + load Position
[C050] Auto Dropshot
[C051] Mines
[C052] Clan Tag Verification
[C053] Clan Tag Editor (in-game)
[C054] Class Name Editor (in-game)
[C055] Stinger SPAS by DEREKTROTTER
[C056] Super Models by DEREKTROTTER
[C057] Lock players in Lobby
[C058] Set on Fire
[C059] Send to Space
[C060] Sky Plaza
[C061] Full Promod
[C062] Create FOG
[C063] Disable Spectating
[C064] Super AC-130
[C065] Nuke AT-4
[C066] Advertisement
[C067] Pet Pavelow .aka Colin
[C068] Camper Suicide
[C069] Night Vision
[C070] Multiple Riot Shields
[C071] Bomberman


[C001] Complete All Challenges
Code:

completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}

chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}

[C002] Instant Level 70
Code:

self setPlayerData( "experience" , 2516000 );

[C003] Toggle UFO
Code:

doUfo()
{
self notifyOnPlayerCommand( "down", "+actionslot 2" );
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;;)
{
self waittill("down");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("down");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}

[C004] Godmode
Code:

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;
}
}

[C005] Unlimited Ammo
Code:

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;
}
}

[C006] Toggle Red Boxes
Code:

doWallhack()
{
self notifyOnPlayerCommand( "up", "+actionslot 1" );
for(;;)
{
self waittill("up");
self ThermalVisionFOFOverlayOn();
self waittill("up");
self ThermalVisionFOFOverlayOff();
}
}

[C007] Teleport
Code:

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;
}
}

[C008] No Recoil
Code:

self player_recoilScaleOn(0);

[C009] Invisibility
Code:

self hide();

[C010] Advanced Aimbot by Lost4468
Code:

autoAim()
{
self endon( "death" );
location = -1;
self.fire = 0;
self.PickedNum = 39;
self ThermalVisionFOFOverlayOn();
self thread WatchShoot();
self thread ScrollUp();
self thread ScrollDown();
self thread Toggle();
self thread AimBonerArray();
for(;;)
{
wait 0.05;
if(self.AutoAimOn == true)
{
for ( i=0; i < level.players.size; i++ )
{
if(getdvar("g_gametype") != "dm")
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
else
{
if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] != self)
location = level.players[i] gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players[i].origin, location) == true && IsAlive(level.players[i]) && level.players[i] getcurrentweapon() == "riotshield_mp" && level.players[i] != self)
location = level.players[i] gettagorigin("j_ankle_ri");
}
}
if(location != -1)
self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) ));
if(self.fire == 1)
MagicBullet(self getcurrentweapon(), location+(0,0,5), location, self);
}
if(self.PickedNum > 77)
self.PickedNum = 77;
if(self.PickedNum < 0)
self.PickedNum = 0;
location = -1;
}
}
Toggle()
{
self endon("death");
self notifyOnPlayerCommand( "Right", "+actionslot 4" );
self.combatHighOverlay = newClientHudElem( self );
self.combatHighOverlay.x = 0;
self.combatHighOverlay.y = 0;
self.combatHighOverlay.alignX = "left";
self.combatHighOverlay.alignY = "top";
self.combatHighOverlay.horzAlign = "fullscreen";
self.combatHighOverlay.vertAlign = "fullscreen";
for(;;)
{
self waittill("Right");
self.AutoAimOn = 0;
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
self waittill("Right");
self.AutoAimOn = 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 1;
wait 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
}
}

ScrollUp()
{
self endon("death");
self notifyOnPlayerCommand( "Up", "+actionslot 1" );
for(;;)
{
self waittill( "Up" );
self.PickedNum++;
}
}

ScrollDown()
{
self endon("death");
self notifyOnPlayerCommand( "Down", "+actionslot 2" );
for(;;)
{
self waittill( "Down" );
self.PickedNum--;
}
}

AimBonerArray()
{
self endon("death");
self.AimBone= [];
self.AimBone[0] = "tag_origin";
self.AimBone[1] = "j_mainroot";
self.AimBone[2] = "pelvis";
self.AimBone[3] = "j_hip_le";
self.AimBone[4] = "j_hip_ri";
self.AimBone[5] = "torso_stabilizer";
self.AimBone[6] = "j_chin_skinroll";
self.AimBone[7] = "back_low";
self.AimBone[8] = "j_knee_le";
self.AimBone[9] = "j_knee_ri";
self.AimBone[10] = "back_mid";
self.AimBone[11] = "j_ankle_le";
self.AimBone[12] = "j_ankle_ri";
self.AimBone[13] = "j_ball_le";
self.AimBone[14] = "j_ball_ri";
self.AimBone[15] = "j_spine4";
self.AimBone[16] = "j_clavicle_le";
self.AimBone[17] = "j_clavicle_ri";
self.AimBone[18] = "j_neck";
self.AimBone[19] = "j_head";
self.AimBone[20] = "j_shoulder_le";
self.AimBone[21] = "j_shoulder_ri";
self.AimBone[22] = "j_elbow_bulge_le";
self.AimBone[23] = "j_elbow_bulge_ri";
self.AimBone[24] = "j_elbow_le";
self.AimBone[25] = "j_elbow_ri";
self.AimBone[26] = "j_shouldertwist_le";
self.AimBone[27] = "j_shouldertwist_ri";
self.AimBone[28] = "j_wrist_le";
self.AimBone[29] = "j_wrist_ri";
self.AimBone[30] = "j_wristtwist_le";
self.AimBone[31] = "j_wristtwist_ri";
self.AimBone[32] = "j_index_le_1";
self.AimBone[33] = "j_index_ri_1";
self.AimBone[34] = "j_mid_le_1";
self.AimBone[35] = "j_mid_ri_1";
self.AimBone[36] = "j_pinky_le_1";
self.AimBone[37] = "j_pinky_ri_1";
self.AimBone[38] = "j_ring_le_1";
self.AimBone[39] = "j_ring_ri_1";
self.AimBone[40] = "j_thumb_le_1";
self.AimBone[41] = "j_thumb_ri_1";
self.AimBone[42] = "tag_weapon_left";
self.AimBone[43] = "tag_weapon_right";
self.AimBone[44] = "j_index_le_2";
self.AimBone[45] = "j_index_ri_2";
self.AimBone[46] = "j_mid_le_2";
self.AimBone[47] = "j_mid_ri_2";
self.AimBone[48] = "j_pinky_le_2";
self.AimBone[49] = "j_pinky_ri_2";
self.AimBone[50] = "j_ring_le_2";
self.AimBone[51] = "j_ring_ri_2";
self.AimBone[52] = "j_thumb_le_2";
self.AimBone[53] = "j_thumb_ri_2";
self.AimBone[54] = "j_index_le_3";
self.AimBone[55] = "j_index_ri_3";
self.AimBone[56] = "j_mid_le_3";
self.AimBone[57] = "j_mid_ri_3";
self.AimBone[58] = "j_pinky_le_3";
self.AimBone[59] = "j_pinky_ri_3";
self.AimBone[60] = "j_ring_le_3";
self.AimBone[61] = "j_ring_ri_3";
self.AimBone[62] = "j_thumb_le_3";
self.AimBone[63] = "j_thumb_ri_3";
self.AimBone[64] = "j_spine4";
self.AimBone[65] = "j_neck";
self.AimBone[66] = "j_head";
self.AimBone[67] = "j_cheek_le";
self.AimBone[68] = "j_cheek_ri";
self.AimBone[69] = "j_head_end";
self.AimBone[70] = "j_jaw";
self.AimBone[71] = "j_levator_le";
self.AimBone[72] = "j_levator_ri";
self.AimBone[73] = "j_lip_top_le";
self.AimBone[74] = "j_lip_top_ri";
self.AimBone[75] = "j_mouth_le";
self.AimBone[76] = "j_mouth_ri";
self.AimBone[77] = "tag_eye";
Message2 = NewClientHudElem( self );
Message2.alignX = "right";
Message2.alignY = "top";
Message2.horzAlign = "right";
Message2.vertAlign = "top";
Message2.foreground = true;
Message2.fontScale = 1;
Message2.font = "hudbig";
Message2.alpha = 1;
Message2.glow = 1;
Message2.glowColor = ( 1, 0, 0 );
Message2.glowAlpha = 1;
self thread deleteondeath(Message2);
Message2.color = ( 1.0, 1.0, 1.0 );
for(;;)
{
if(self.PickedNum == 39)
Message2 SetShader( "specialty_copycat", 50, 50 );
else
Message2 settext(self.AimBone[self.PickedNum]);
wait 0.05;
}
}

deleteondeath(Message2)
{
self waittill("death");
Message2 destroy();
}

WatchShoot()
{
self endon("death");
for(;;)
{
self waittill("weapon_fired");
self.fire = 1;
wait 0.05;
self.fire = 0;
}
}

[C011] Unfair Aimbot
Code:

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

for(;;)
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if( self AttackButtonPressed() )
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
}
}
}

[C012] Spawn/Move Care Packages
Code:

doCrates()
{
self thread PickupCrate();
self thread SpawnCrate();
self thread _SpawnTurret();
}


_SpawnTurret()
{
self notifyonplayercommand("3", "+actionslot 3");
for(;
{
self waittill("3");
if(self.ugp >0)
{
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200, vec[1] * 200, vec[2] * 200);
Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
turret = spawnTurret( "misc_turret", Location, "pavelow_minigun_mp" );
turret.angles = self.angles;
turret setModel( "weapon_minigun" );
self.ugp--;
}
}
}

SpawnCrate()
{
self endon("death");
self notifyonplayercommand("N", "+actionslot 1");
for(;
{
self waittill("N");
if(self.ugp >0)
{
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200, vec[1] * 200, vec[2] * 200);
Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
crate = spawn("script_model", Location+(0,0,20));
crate CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
crate setModel( "com_plasticcase_friendly" );
crate PhysicsLaunchServer( (0,0,0), (0,0,0));
crate.angles = self.angles+(0,90,0);
crate.health = 250;
self thread crateManageHealth(crate);
self.ugp--;
}
}
}

crateManageHealth(crate)
{
for(;
{
crate setcandamage(true);
crate.team = self.team;
crate.owner = self.owner;
crate.pers["team"] = self.team;
if(crate.health < 0)
{
level.chopper_fx["smoke"]["trail"] = loadfx ("fire/fire_smoke_trail_L");
playfx(level.chopper_fx["smoke"]["trail"], crate.origin);
crate delete();
}
wait 0.1;
}
}

PickupCrate()
{
self endon("death");
self notifyonplayercommand("5", "+actionslot 2");
self waittill("5");
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
entity = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 100, vec[1] * 100, vec[2] * 100), 0, self )[ "entity" ];
if(entity.model != "com_plasticcase_enemy" && isdefined(entity.model))
{
self thread DropCrate();
for(;
{
self endon("5");
entity.angles = self.angles+(0,90,0);
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
entity.origin = (self gettagorigin("tag_eye")+end);
self.moveSpeedScaler = 0.5;
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
wait 0.05;
}
}
else self thread PickupCrate();
}

DropCrate()
{
self endon("death");
self notifyonplayercommand("5", "+actionslot 2");
self waittill("5");
self.moveSpeedScaler = 1;
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
self thread PickupCrate();
}

GetCursorEntity()
{
forward = self getTagOrigin("tag_eye");
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 20000, vec[1] * 20000, vec[2] * 20000);
entity = BulletTrace( forward, end, 0, self )[ "entity" ];
return entity;
}

[C013] Create Money
Code:

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

[C014] Write Text On Screen
Text at bottom left -
Code:

self iPrintln("Text");

Text at Top
Code:

self iPrintlnBold("Text");

Typewriter Text -
Code:

self thread maps\mp\gametypes\_hud_message::hintMessage("Text");

Code:

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 );

Colour Codes
^1 - RED
^2 - GREEN
^3 - YELLOW
^4 - BLUE
^5 - CYAN
^6 - PINK
^7 - WHITE
^8 - DEFAULT MAP COLOR
^9 - GREY OR DEFAULT MAP COLOR
^0 - BLACK


[C015] Enable Mods for Occasions
On Stand
Code:

if ( self GetStance() == "stand" )
{
//code here
}

On Crouch
Code:

if ( self GetStance() == "crouch" )
{
//code here
}

On Prone
Code:

if ( self GetStance() == "prone" )
{
//code here
}

[C016] Set Stats
Code:

self setPlayerData( "kills", value );
self setPlayerData( "killStreak", value );
self setPlayerData( "headshots", value );
self setPlayerData( "deaths", value );
self setPlayerData( "assists", value );
self setPlayerData( "hits", value );
self setPlayerData( "misses", value );
self setPlayerData( "wins", value );
self setPlayerData( "winStreak", value );
self setPlayerData( "losses", value );
self setPlayerData( "ties", value );
self setPlayerData( "score", value );
self setPlayerData( "experience", 2516000 ); //2516000 is max XP.

[C017] Fast Restart
Code:

map_restart(false);

[C018] End Game
Code:

level thread maps\mp\gametypes\_gamelogic::forceEnd();

[C019] Change Vision
Code:

VisionSetNaked( vision, transition_time );

Set Individually
Code:

self VisionSetNakedForPlayer( vision, transition_time );

[C020] Change Model
Code:

self setModel( "model" );

[C021] Shoot Projectiles
Code:

PwnGunChange()
{
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 2");
for(;;)
{
self waittill( "dpad_up" );
self.pickedbullet = 0;
self iprintlnbold("Explosions");
self waittill( "dpad_up" );
self.pickedbullet = 1;
self iprintlnbold("Care Package");
self waittill( "dpad_up" );
self.pickedbullet = 2;
self iprintlnbold("Sentry");
self waittill( "dpad_up" );
self.pickedbullet = 3;
self iprintlnbold("MIG29");
self waittill( "dpad_up" );
self.pickedbullet = 4;
self iprintlnbold("UAV");
self waittill( "dpad_up" );
self.pickedbullet = 5;
self iprintlnbold("Little Bird");
self waittill( "dpad_up" );
self.pickedbullet = 6;
self iprintlnbold("^2Trees");
self waittill( "dpad_up" );
self.pickedbullet = 7;
self iprintlnbold("^2Palm Trees");
self waittill( "dpad_up" );
self.pickedbullet = 8;
self iprintlnbold("^1Nuke");
}
}

ShootNukeBullets()
{
self endon("death");
self.pickedbullet = 0;
for(;;)
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
if(self.pickedbullet == 0)
{
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
earthquake (0.3, 1, SPLOSIONlocation, 1000);
self playSound( level.heli_sound[self.team]["crash"] );
}
if(self.pickedbullet == 1)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "com_plasticcase_friendly" );
}
if(self.pickedbullet == 2)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "sentry_minigun" );
}
if(self.pickedbullet == 3)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "vehicle_mig29_desert" );
}
if(self.pickedbullet == 4)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "vehicle_uav_static_mp" );
}
if(self.pickedbullet == 5)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "vehicle_little_bird_armed" );
}

if(self.pickedbullet == 6)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "foliage_cod5_tree_jungle_01_animated" );
}
if(self.pickedbullet == 7)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "foliage_tree_palm_bushy_3" );
}
if(self.pickedbullet == 8)
{
level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );
playfx(level._effect[ "emp_flash" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 999999999, 999999999, 999999999, self );
earthquake (0.3, 1, SPLOSIONlocation, 1000000);
self playsound( "nuke_explosion" );
}
}
}

[C022] Hidden Gamemodes
Code:

doGTNW()
{
self setClientDvar( "ui_gametype", "gtnw" );
self setClientDvar( "party_gametype", "gtnw" );
self setClientDvar( "g_gametype", "gtnw" );
self iPrintln( "^2Game Type Set to: ^3GTNW" );
}
doVIP()
{
self setClientDvar( "ui_gametype", "vip" );
self setClientDvar( "party_gametype", "vip" );
self setClientDvar( "g_gametype", "vip" );
self iPrintln( "^2Game Type Set to: ^3VIP" );
}
doArena()
{
self setClientDvar( "ui_gametype", "arena" );
self setClientDvar( "party_gametype", "arena" );
self setClientDvar( "g_gametype", "arena" );
self iPrintln( "^2Game Type Set to: ^3Arena" );
}
doOneFlag()
{
self setClientDvar( "ui_gametype", "oneflag" );
self setClientDvar( "party_gametype", "oneflag" );
self setClientDvar( "g_gametype", "oneflag" );
self iPrintln( "^2Game Type Set to: ^3One Flag CTF" );
}

[C023] Earthquake
Code:

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

self notifyOnPlayerCommand( "button_lstick", "+breath_sprint" );
for ( ;; )
{
self waittill( "button_lstick" );
player = self;
nukeDistance = 5000;
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
player playsound( "nuke_explosion" );
player playsound( "nuke_wave" );
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
earthquake( 0.6, 10, self.origin, 100000 );

PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 );
wait 3;
visionSetNaked( "mpnuke_aftermath", 5 );
wait 3;
level.nukeVisionInProgress = undefined;
AmbientStop(1);
}
}

[C024] Explosive Bullets
Code:

ExplosiveBullets()
{
self endon ( "death" );
for(;;)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

[C025] Freeze/Unfreeze Players
Code:

Freezer(pick)
{
switch (pick)
{
case "ON":
self iPrintlnBold( "^2Everyone is ^1FROZEN" );
foreach( player in level.players ) {
if(player.name != level.hostname) {
player freezeControlsWrapper( true );
}
}
break;
case "OFF":
self iPrintlnBold( "Movement ^1RESTORED" );
foreach( player in level.players ) {
if(player.name != level.hostname) {
player freezeControlsWrapper( false );
break;
}
}

}
}

 
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[CBAe]CrIsTiAn_-_cT
view post Posted on 28/1/2011, 10:23     -1   +1   -1




I LOVE YOU xD grazie
 
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gigiogiga97
view post Posted on 11/2/2011, 18:43     -1   +1   -1




non ho cpt cm fare xD
 
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guzzo1996
view post Posted on 12/2/2011, 14:59     -1   +1   -1




neanke io ho capito come fare
 
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iShi3LD_Sp3ttRφX
view post Posted on 12/2/2011, 15:06     -1   +1   -1




cs sonooo?? a cosa servono??
 
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zzb3st-oScENitIKzz
view post Posted on 19/2/2011, 17:49     -1   +1   -1




infatti te li ha dati derektrotter -.-
 
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The-gabbus96
view post Posted on 22/2/2011, 21:54     -1   +1   -1




Ma certo che non glieli ha dati derektrotter -.-
 
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Adriano96
view post Posted on 23/2/2011, 16:45     -1   +1   -1




Come si fa ad attivarli.....????? :huh:
 
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Adriano96
view post Posted on 23/2/2011, 17:14     -1   +1   -1




Qualcuno mi puo rispondere!!!!!!
 
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LukeTtoHaus
view post Posted on 15/3/2011, 22:00     -1   +1   -1




ei JoK3K potresti fare una guida che spieghi le singole funzioni x es
per self.health = self.maxhealth; si capisce a che serve ma per funzioni tipo maps\mp\gametypes\_spectating::setSpectatePermissions(); non si capisce che fa!!!
:huh: se farai una guida del genere potresti dare moltissime possibilitΰ anche oltre le semplici funzioni come godmod
o UFO mod!!
 
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LukeTtoHaus
view post Posted on 16/3/2011, 15:00     -1   +1   -1




@adriano96 dove li vuoi attivare PC o PS3??
 
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Adriano96
view post Posted on 20/3/2011, 17:28     +1   -1




Ps3
 
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LukeTtoHaus
view post Posted on 21/3/2011, 17:45     +1   -1




per adesso non si puς fare perchι non c'θ il jailbreck e non si possono passare i file :B):
 
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[CBAe]CrIsTiAn_-_cT
view post Posted on 21/3/2011, 17:53     -1   +1   -1




apparte che nella 1.12 nessun .gsc si puo trovare.. solo il buttons_default.cfg
 
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RaidenElite
view post Posted on 12/4/2011, 16:39     +1   -1




anche se non te li ha dati derektrotter perς sono utili ma mancano dal C026 in poi (compreso il C026) se potresti inserirli e fare una buona discussione (nei tag SPOILER) la inserirei come importante
 
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15 replies since 27/1/2011, 23:41   885 views
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