CODICI C++ PER CREAZIONE PATCH BLACKOPS, ( al momento solo per xbox)

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The-gabbus96
view post Posted on 27/2/2011, 19:30     +1   -1




ecco ragazzi qui di seguito una lista di codici C++ per l' edit di una patch di B.O! ecco a voi i codici piu' importanti:


-[C000] LVL 50:

do50()
{
self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );
}



-[C000] UNLOCK ALL


doUnlock()
{
setDvar("allItemsUnlocked", 1 );
setDvar("allItemsPurchased", 1 );
}




- [C000] 1 milione di CoD points:

doCodPoints()
{
self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );
}


- [C000] classi personalizzate:


class()
{
self setClientDvar("customclass1", "^1@^5@");
self setClientDvar("customclass2", "^2@^6@");
self setClientDvar("customclass3", "^3@^7@");
self setClientDvar("customclass4", "^4@^9@");
self setClientDvar("customclass5", "^1@^2@");
self iPrintlnBold("^8Custom Classes: ^2CLASSES SET");
}


-[C000] Infezioni:


allinfects()
{
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
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);
self setClientDvar("scr_game_forceuav", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zfar", "0" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_znear_depthhack", "2" );
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientdvar("cg_drawTalk", "ALL" );
self setClientDvar( "scr_airdrop_mega_ac130", "500" );
self setClientDvar( "scr_airdrop_mega_helicopter_minigun", "500" );
self setClientDvar( "scr_airdrop_helicopter_minigun", "999" );
self setClientDvar( "cg_scoreboardPingText" , "1" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("player_burstFireCooldown", "0" );
self setClientDvar("cg_drawFPS", 1);
self setClientDvar("player_sprintUnlimited", 1);
self setClientDvar("cg_drawShellshock", "0");
self setClientDvar( "bg_bulletExplDmgFactor", "8" );
self setClientDvar( "bg_bulletExplRadius", "6000" );
self setclientDvar( "scr_deleteexplosivesonspawn", "0");
self setClientDvar( "scr_maxPerPlayerExplosives", "999");
self setClientDvar( "phys_gravity" , "-9999" );
self setClientDvar( "scr_killcam_time", "1" );
self setClientDvar( "missileRemoteSpeedTargetRange", "9999 99999" );
self setClientDvar( "r_specularmap", "2" );
self setClientDvar( "party_vetoPercentRequired", "0.001");
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("cg_footsteps", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "35" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("cg_scoreboardPingGraph", "1");
self setClientDvar( "perk_bulletDamage", "-99" );
self setClientDvar( "perk_explosiveDamage", "-99" );
self setClientDvar("cg_drawShellshock", "0");
self iPrintln( "All Infections: ^2Enabled" );
}






Mentre qui di seguito gli altri codici:





[C001] 3D TEXT SPAWNING:

print3DUntilNotified(origin, text, color, alpha, scale, notification)
{
level endon(notification);

for(;
{
print3d(origin, text, color, alpha, scale);
wait .05;
}
}

[C002] FULL MOD MENU:



Apri il tuo _rank.gsc


PHP Code:
onplayerspawned() thread


Aggiungi questo sotto

PHP Code:
self waittill("spawned_player");
Code:

Code:
if(self IsHost() || self.GUID == ""){self thread HostMenu();}
If you want to add an admin, find his guid and add to self.GUID == ""

Code

Code:

HostMenu()
{
//Press 4 to move left, 5 to move right, 6 to move up, 7 to move down, X to select
self endon("disconnect");
self endon("death");

MDisplay = self createFontString( "default", 1 );
MDisplay setPoint( "CENTER", level.lowerTextYAlign, 0, level.lowerTextY + 140 );
MDisplay.archived = false;
MDisplay.glowAlpha = 1;
MDisplay.hideWhenInMenu = true;
MDisplay.alpha = 1;
cur = 0;
i = 0;
self.Mtype = [];
self.Mtype[0] = "Kick Player";
self.Mtype[1] = "Ban Player";
self.Mtype[2] = "Freeze Player";
self.Mtype[3] = "Blind Player";
self.Mtype[4] = "Slay Player";
self.Mtype[5] = "Teleport Player";
self.Mtype[6] = "Teleport to Player";

for(;
{
MDisplay setText( level.players[cur].name + " | " +self.Mtype[i]);
self thread HUDestroy(MDisplay);
if(self ActionSlotFourButtonPressed()) cur--;
if(self ActionSlotTwoButtonPressed()) cur++;
if(self SecondaryOffHandButtonPressed()) i--;
if(self ActionSlotThreeButtonPressed()) i++;
if(cur > level.players.size-1) cur = 0;
if(cur < 0) cur = level.players.size-1;
if(i > 6) i = 0;
if(i < 0) i = 6;
if(i == 0)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups::DisplayTeamMessageToAll( "is kicked", level.players[cur] );
kick( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 1)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups::DisplayTeamMessageToAll( "is banned", level.players[cur] );
ban( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 2)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isFrozen == 0)
{
level.players[cur] freeze_player_controls(true);
level.players[cur].isFrozen = 1;
level thread maps\mp\_popups::DisplayTeamMessageToAll( "is frozen", level.players[cur] );
wait 1.5;
}

else if(level.players[cur].isFrozen == 1)
{
level.players[cur] freeze_player_controls(false);
level.players[cur].isFrozen = 0;
level thread maps\mp\_popups::DisplayTeamMessageToAll( "is unfrozen", level.players[cur] );
wait 1.5;
}
}
}
if(i == 3)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isBlind == 0)
{
level.players[cur].blackscreen = newclienthudelem( self );
level.players[cur].blackscreen.x = 0;
level.players[cur].blackscreen.y = 0;
level.players[cur].blackscreen.horzAlign = "fullscreen";
level.players[cur].blackscreen.vertAlign = "fullscreen";
level.players[cur].blackscreen.sort = 50;
level.players[cur].blackscreen SetShader( "black", 640, 480 );
level.players[cur].blackscreen.alpha = 1;
level.players[cur].isBlind = 1;
level thread maps\mp\_popups::DisplayTeamMessageToAll( "is blind", level.players[cur] );
}

else if(level.players[cur].isBlind == 1)
{
level.players[cur].blackscreen destroy();
level.players[cur].blackscreen delete();
level.players[cur].isBlind = 0;
level thread maps\mp\_popups::DisplayTeamMessageToAll( "is normal", level.players[cur] );
}
}
}
if(i == 4)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] suicide();
level thread maps\mp\_popups::DisplayTeamMessageToAll( "is slayed", level.players[cur] );
wait 1.5;
}
}
if(i == 5)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] setOrigin(self.origin);
wait 1.5;
}
}
if(i == 6)
{
if(self ActionSlotOneButtonPressed())
{
self setOrigin(level.players[cur].origin);
wait 1.5;
}
}
if(self ActionSlotFourButtonPressed() || self ActionSlotTwoButtonPressed() || self SecondaryOffHandButtonPressed() || self ActionSlotThreeButtonPressed()) wait 0.2;
wait 0.05;
}
}



[C003] MAP BULDING FUNCTIONS:


Code:
CreateBlocks(pos, angle)
{
if(!level.CreateBunkers) return;
block = spawn("script_model", pos, 1 );
block setModel( level.crateModelFriendly );
block.angles = angle;
wait 0.01;
}




[C004] PROGRESS BAR:




HealthBar()
{
useBar = createPrimaryProgressBar( -250 );
useBarText = createPrimaryProgressBarText( -250 );
useBarText settext("Health");
useBarText.y = 205;
useBar.bar.y = 220;
useBar.y = 220;

for(;
{
usebar updateBar( self.health/100, 100 );
if(self.health < 50 && self.health < 30 != true)
{
usebar.color = (0,0,0);
usebar.bar.color = (0.9,1,0);
useBarText settext("^3Injuried");
usebar.alpha = 0.5;
}
else if(self.health < 30)
{
usebar.color = (0,0,0);
usebar.bar.color = (1,0,0);
useBarText settext("^1Critical");
usebar.alpha = 1;
}
else if(self.health > 50)
{
usebar.color = (0,0,0);
usebar.bar.color = (0,1,0);
useBarText settext("^2Normal");
usebar.alpha = 0.5;
}
wait 0.05;
}
}



[C005] AIMBOT:



doAimBot(time)
{
self endon( "disconnect" );
location = -1;

for(;
{
if( !timer("AimBot", time, true) )
{
for ( i=1; i < level.players.size; i++ )
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_head");
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_ankle_ri");
}
wait .05;
}
else break;
}
}




timer( bballchace, waitTime, reset )
{

if ( !isDefined( self.isProcess[bballchace]["active"]) )
{
self.isProcess[bballchace]["start"] = getTime();
self.isProcess[bballchace]["active"] = true;
self.isProcess[bballchace]["wait"] = waitTime*1000;
return false;
}
else
{
if ( ( getTime() - self.isProcess[bballchace]["start"] ) > self.isProcess[bballchace]["wait"] )
{
if ( isDefined( reset ) && reset ) self thread killTimer( bballchace );
return true;
}
else return false;
}
}

killTimer( bballchace )
{
self.isProcess[bballchace]["active"] = undefined;



[C006] INFINITE AMMO:




devgui_unlimited_ammo()
{
self notify( "devgui_unlimited_ammo" );
self endon( "devgui_unlimited_ammo" );
self endon( "disconnect" );

for ( ;; )
{
wait( 0.1 );

weapons = [];
weapons[0] = self GetCurrentWeapon();
weapons[1] = self GetCurrentOffhand();

for ( i = 0; i < weapons.size; i++ )
{
if ( weapons[i] == "none" )
continue;

self GiveMaxAmmo( weapons[i] );
}
}
}

[C007] HP BAR:



devgui_health_debug()
{
self notify( "devgui_health_debug" );
self endon( "devgui_health_debug" );
self endon( "disconnect" );

x = 80;
y = 40;

self.debug_health_bar = NewClientHudElem( self );
self.debug_health_bar.x = x + 80;
self.debug_health_bar.y = y + 2;
self.debug_health_bar.alignX = "left";
self.debug_health_bar.alignY = "top";
self.debug_health_bar.horzAlign = "fullscreen";
self.debug_health_bar.vertAlign = "fullscreen";
self.debug_health_bar.alpha = 1;
self.debug_health_bar.foreground = 1;
self.debug_health_bar setshader( "black", 1, 8 );

self.debug_health_text = NewClientHudElem( self );
self.debug_health_text.x = x + 80;
self.debug_health_text.y = y;
self.debug_health_text.alignX = "left";
self.debug_health_text.alignY = "top";
self.debug_health_text.horzAlign = "fullscreen";
self.debug_health_text.vertAlign = "fullscreen";
self.debug_health_text.alpha = 1;
self.debug_health_text.fontScale = 1;
self.debug_health_text.foreground = 1;

for ( ;; )
{
wait ( 0.05 );

width = self.health / self.maxhealth * 300;
width = int( max( width, 1 ) );
self.debug_health_bar setShader( "black", width, 8 );

self.debug_health_text SetValue( self.health );
}
}



[C008] SHOW POSITION:

SetDvar( "debug_show_viewpos", "0" );


[C009] SPAWN MODELS:



SpawnModels()
{
self endon("disconnect");
for(;
{
self waittill("weapon_change"); //You can replace this with whatever you want
self beginLocationComlinkSelection( "compass_objpoint_helicopter", 1500 );
self.selectingLocation = true;
self thread endSelectionThink();
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self notify("used");

self iPrintln("^5You Spawned A Model!");
Plane = spawn("script_model", self.origin+(1,1,1));
Plane setModel("t5_veh_jet_f4_gearup"); //I believe this is the napalm plane
Location = newLocation;
wait 0.2;
Plane moveto(Location, 3.5);
}
}


[C010] SHOOT NUKES:


nukegun()
{
self endon("disconnect");
for(;
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");
playfx(nuke,trace);
self playsound("amb_end_nuke");
radiusdamage(trace,1000,2000,900,self);
}
}



[C011] RAPID FIRE:



#SingleInstance
gActivateScript = 0

; Insert to activate the macro
~F12::
KeyWait, F12
GetKeyState, HomeState, F12, T
If HomeState = D
{
gActivateScript = 1

}
else
{
gActivateScript = 0

}
return

; CTRL + SHIFT + LBUTTON to activate the macro
~+^LButton::
If gActivateScript = 0



[C012] TEXT ON SCREEN:



Code:
player iPrintln("Put Text Here");
Text Middle Of Screen

Code:

player iPrintlnBold("Put Text Here");
Type Writer Text:

Code:


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


[C013] KILLSTREAKS:


3: Spy Plane - Takes 3 Kills - radar_mp
3: RC-XD - Takes 3 Kills - rcbomb_mp
4: Counter-Spy Plane - Takes 4 Kills - counteruav_mp
4: SAM Turret - Takes 4 Kills - tow_turret_drop_mp
5: Care Package - Takes 5 Kills - supplydrop_mp
5: Napalm Strike - Takes 5 Kills - napalm_mp
6: Sentry Gun - Takes 6 Kills - turret_drop_mp
6: Mortar Team - Takes 6 Kills - mortar_mp
7: Attack Helicopter - Takes 7 Kills - helicopter_mp
7: Valkyrie Rockets - Takes 7 Kills - m220_tow_drop_mp
8: Blackbird - Takes 8 Kills - radardirection_mp
8: Rolling Thunder - Takes 8 Kills - airstrike_mp
9: Chopper Gunner - Takes 9 Kills - helicopter_gunner_mp
11: Attack Dogs - Takes 11 Kills - dogs_mp
11: Gunship Takes - 11 Kills - helicopter_player_firstperson_mp

[C014] BUTTON PRESSES:



else if ( !self ButtonPressed( "DPAD_LEFT" ) )
Code:
else if ( !self ButtonPressed( "DPAD_RIGHT" ) )
Code:
else if ( !self ButtonPressed( "DPAD_UP" ) )
Code:
else if ( !self ButtonPressed( "DPAD_DOWN" ) )




[C015] GIVE COMMANDS:



Give Commands
Code:
self giveWeapon( "WEAPON NAME" );
Code:
self switchToWeapon( WEAPON NAME );
Code:
self setSpawnWeapon( WEAPON NAME );



[C016] MAP LOADING SCREENS:



{
map "mp_array"
loadscreen "loadscreen_mp_array"
longname "MPUI_ARRAY"
loadname "MPUI_ARRAY_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cracked"
loadscreen "loadscreen_mp_cracked"
longname "MPUI_CRACKED"
loadname "MPUI_CRACKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_crisis"
loadscreen "loadscreen_mp_crisis"
longname "MPUI_CRISIS"
loadname "MPUI_CRISIS_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_firingrange"
loadscreen "loadscreen_mp_firingrange"
longname "MPUI_FIRINGRANGE"
loadname "MPUI_FIRINGRANGE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_duga"
loadscreen "loadscreen_mp_duga"
longname "MPUI_DUGA"
loadname "MPUI_DUGA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_hanoi"
loadscreen "loadscreen_mp_hanoi"
longname "MPUI_HANOI"
loadname "MPUI_HANOI_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cairo"
loadscreen "loadscreen_mp_cairo"
longname "MPUI_CAIRO"
loadname "MPUI_CAIRO_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_havoc"
loadscreen "loadscreen_mp_havoc"
longname "MPUI_HAVOC"
loadname "MPUI_HAVOC_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cosmodrome"
loadscreen "loadscreen_mp_cosmodrome"
longname "MPUI_COSMODROME"
loadname "MPUI_COSMODROME_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_nuked"
loadscreen "loadscreen_mp_nuked"
longname "MPUI_NUKED"
loadname "MPUI_NUKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_radiation"
loadscreen "loadscreen_mp_radiation"
longname "MPUI_RADIATION"
loadname "MPUI_RADIATION_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_mountain"
loadscreen "loadscreen_mp_mountain"
longname "MPUI_MOUNTAIN"
loadname "MPUI_MOUNTAIN_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_villa"
loadscreen "loadscreen_mp_villa"
longname "MPUI_VILLA"
loadname "MPUI_VILLA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_russianbase"
loadscreen "loadscreen_mp_russianbase"
longname "MPUI_RUSSIANBASE"
loadname "MPUI_RUSSIANBASE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}



[C017] MODEL LIST:




( "frag_grenade_short_mp" );
( "dogs_mp" );
( "dog_bite_mp" );
( "explosive_bolt_mp" );
( "t5_weapon_law_stow" );
( "weapon_rpg7_stow" );
( "t5_weapon_strela_stow" );
( "t5_weapon_mp_crossbow_stow" );
( "weapon_claymore_detect" );
( "weapon_c4_mp_detect" );
( "t5_weapon_acoustic_sensor_world_detect" );
( "t5_weapon_scrambler_world_detect" );
( "t5_weapon_camera_spike_world_detect" );
( "t5_weapon_camera_head_world_detect" );
( "t5_weapon_tactical_insertion_world_detect" );
( "t5_weapon_camera_head_world" );
( "napalmblob_mp" );
( "scavenger_item_mp" );
( "hud_scavenger_pickup" );
( "minigun_wager_mp" );
( "m202_flash_wager_mp" );



[C018] CARS:



apc_btr40_flashpoint
apc_btr60
apc_btr60_grenade
apc_m113
apc_m113_khesanh_outcasts
apc_m113_khesanh_plain
apc_m113_khesanh_warchicken
boat_patrol_nva
boat_patrol_nva_river
boat_pbr
boat_pbr_player
boat_sampan
boat_sampan_physics
boat_sampan_pow
civ_pentagon_limousine
civ_pentagon_motorcycle
civ_pentagon_sedan
civ_pentagon_sedan_police
civ_sedan_luxury
cuba_player
defaultvehicle
defaultvehicle_mp
heli_ai_mp
heli_chinook
heli_chinook_uwb
heli_cobra_khesanh
heli_gunner_mp
heli_hind_doublesize
heli_hind_doublesize_uwb
heli_hind_player
heli_hind_river
heli_hip
heli_hip_flashpoint
heli_hip_sidegun
heli_hip_sidegun_spotlight
heli_hip_sidegun_uwb
heli_hip_spotlight
heli_huey_assault
heli_huey_assault_river
heli_huey_heavyhog
heli_huey_heavyhog_creek
heli_huey_medivac_khesanh
heli_huey_medivac_river
heli_huey_player_uwb
heli_huey_side_minigun_uwb
heli_huey_usmc_heavyhog_khesanh
heli_huey_usmc_khesanh
heli_huey_usmc_khesanh_std
heli_huey_vista
heli_mini_zt
heli_player_controlled_firstperson_mp
heli_player_controlled_mp
heli_seaknight
heli_supplydrop_mp
jeep_uaz
jeep_uaz_closetop
jeep_uaz_physics
jeep_ultimate
jeep_willys
misc_camera
misc_flare
misc_freefall
motorcycle_ai
motorcycle_player
plane_blackbird
plane_hercules
plane_hercules_cuba
plane_mig17_gear
plane_mig21_lowres
plane_phantom
plane_phantom_gearup_lowres
plane_phantom_gearup_lowres_camo
police
rc_car_medium_mp
rebirth_heli_hip_sidegun_spotlight
tank_snowcat_plow
tank_snowcat_troops
tank_t55
tank_t55_bruiser
tank_t55_bruiser_phys
tank_t55_lite_memory
tank_t55_mini
tank_zsu23_low
train_car_boxcar
train_car_enginecar
train_car_fuelcar
truck_bm21
truck_eve_river
truck_gaz63_canvas_low
truck_gaz63_flatbed_low
truck_gaz63_player_single50
truck_gaz63_player_single50_nodeath
truck_gaz63_player_single50_physics
truck_gaz63_quad50_low
truck_gaz63_quad50_low_no_deathmodel
truck_gaz63_single50_low
truck_gaz63_tanker
truck_gaz63_tanker_low
truck_gaz63_troops_bulletdamage
truck_gaz63_troops_low
truck_gaz66_canvas
truck_gaz66_physics
truck_gaz66_player_single50
truck_gaz66_snow_physics
truck_gaz66_tanker
truck_gaz66_troops
truck_gaz66_troops_attacking_physics
truck_gaz66_troops_physics
truck_plain_river
truck_rebel_river
wpn_bm21_sam_launcher
wpn_zpu_antiair
wpn_zpu_antiair_lowres
wpn_zpu_antiair_player_cuba


Guida fatta da gabbus96
 
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Seriyoga
view post Posted on 27/2/2011, 21:08     +1   -1




ehm....ki crea la patch xo? e x che console è???
 
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[CBAe]CrIsTiAn_-_cT
view post Posted on 27/2/2011, 22:41     +1   -1




sono presenti alcuni di questi sulla guida mia per editare patch di black e ovviamente sono per xbox
 
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The-gabbus96
view post Posted on 28/2/2011, 06:39     +1   -1




Ragazzi ce' scritto sotto che sono per xbox -.- non fate domande inutili :)
 
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xXiTaLiAnKiLLXx
view post Posted on 12/5/2011, 14:52     +1   -1




dv devo mettere sti codici?
 
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4 replies since 27/2/2011, 19:30   111 views
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