Post: Fake connection Interrupted/Fake Host Migration
01-30-2016, 06:37 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I didn't know if it would be possible or how it would be done for ether or, If you do please let me know Smile
(adsbygoogle = window.adsbygoogle || []).push({});
01-30-2016, 08:39 AM #2
Nate͍
Do a barrel roll!
    connectioninterupted()
{
self endon("endci");
for(;Winky Winky
{
self setVelocity((0,0,0));
wait 0.1;
}
}

If u want to put it in a client toggle

    
ciplayer(player)
{
if (player.ci == false)
{
player.ci = true;
player thread connectioninterupted();
}
else
{
player.ci = false;
player notify("endci");
}
}


It's somewhere along the lines of that xD but I usually fuck up somewhere..
01-30-2016, 10:20 AM #3
I mean where it actually comes up on screen
01-30-2016, 12:40 PM #4
Originally posted by TheNiceUb3r View Post
I mean where it actually comes up on screen


find the connection interupted shader, and have it print on everyones screen and flash like it usually does
01-30-2016, 02:04 PM #5
-Numb
You talkin to me?
Originally posted by TheNiceUb3r View Post
I didn't know if it would be possible or how it would be done for ether or, If you do please let me know Smile


Idk for the connection interrupted, but here is a fake host migration I made before Happy
    NumbsMigration() [B]//Please leave credits for this.[/B]
{
foreach(player in level.players)
{
player exitMenu(); [B]// Be sure to change this to what the function in your script is to close the menu![/B]

if(player != self)
player iprintlnbold(self.name + " Started a fake host migration, get ready!");
else
player iprintlnbold("You started a fake host migration, get ready!");
}

wait 1.8;
self thread maps/mp/gametypes/_hostmigration::callback_hostmigration();
foreach(player in level.players)
{
player.FloatS = spawn("script_model",player.origin);[B] //This is so you freeze in mid air when the migration starts.. I have this cause it looks sweet when trickshoting.[/B]
player playerLinkTo(player.FloatS);
player freezeControls(true);
}

wait 3.2;
level notify("hostmigration_enoughplayers");
level waittill_any("host_migration_end");

foreach(player in level.players)
{
player unlink();
player.FloatS delete();
}
}

The following user thanked -Numb for this useful post:

iRnZ
01-31-2016, 04:06 AM #6
Originally posted by Numb View Post
Idk for the connection interrupted, but here is a fake host migration I made before Happy
    NumbsMigration() [B]//Please leave credits for this.[/B]
{
foreach(player in level.players)
{
player exitMenu(); [B]// Be sure to change this to what the function in your script is to close the menu![/B]

if(player != self)
player iprintlnbold(self.name + " Started a fake host migration, get ready!");
else
player iprintlnbold("You started a fake host migration, get ready!");
}

wait 1.8;
self thread maps/mp/gametypes/_hostmigration::callback_hostmigration();
foreach(player in level.players)
{
player.FloatS = spawn("script_model",player.origin);[B] //This is so you freeze in mid air when the migration starts.. I have this cause it looks sweet when trickshoting.[/B]
player playerLinkTo(player.FloatS);
player freezeControls(true);
}

wait 3.2;
level notify("hostmigration_enoughplayers");
level waittill_any("host_migration_end");

foreach(player in level.players)
{
player unlink();
player.FloatS delete();
}
}


Tried that and it seems to crash the game :/
01-31-2016, 04:31 AM #7
Originally posted by Numb View Post
Idk for the connection interrupted, but here is a fake host migration I made before Happy
    NumbsMigration() [B]//Please leave credits for this.[/B]
{
foreach(player in level.players)
{
player exitMenu(); [B]// Be sure to change this to what the function in your script is to close the menu![/B]

if(player != self)
player iprintlnbold(self.name + " Started a fake host migration, get ready!");
else
player iprintlnbold("You started a fake host migration, get ready!");
}

wait 1.8;
self thread maps/mp/gametypes/_hostmigration::callback_hostmigration();
foreach(player in level.players)
{
player.FloatS = spawn("script_model",player.origin);[B] //This is so you freeze in mid air when the migration starts.. I have this cause it looks sweet when trickshoting.[/B]
player playerLinkTo(player.FloatS);
player freezeControls(true);
}

wait 3.2;
level notify("hostmigration_enoughplayers");
level waittill_any("host_migration_end");

foreach(player in level.players)
{
player unlink();
player.FloatS delete();
}
}


I actually got this to come up but there is no animation that says migrating host that comes up.
01-31-2016, 01:45 PM #8
-Numb
You talkin to me?
Originally posted by TheNiceUb3r View Post
I actually got this to come up but there is no animation that says migrating host that comes up.


It works perfect for me. Have you edited it or something?

    self thread maps/mp/gametypes/_hostmigration::callback_hostmigration();

Is what starts the host migration. For me it starts with "waiting for other players" countdown from 20, after that it starts a new countdown from 6 or something where it says "game starting in".
Try that code only.. It should work. At least it works for PS3.

If you dont want it to do the full waiting for players countdown you could have it like this:
    
self thread maps/mp/gametypes/_hostmigration::callback_hostmigration();
wait 4;
level notify("hostmigration_enoughplayers")

Then it will only countdown from 20 to 16, then do the game starting in countdown.

The following user thanked -Numb for this useful post:

iRnZ
02-19-2016, 01:50 AM #9
Originally posted by Numb View Post
It works perfect for me. Have you edited it or something?

    self thread maps/mp/gametypes/_hostmigration::callback_hostmigration();

Is what starts the host migration. For me it starts with "waiting for other players" countdown from 20, after that it starts a new countdown from 6 or something where it says "game starting in".
Try that code only.. It should work. At least it works for PS3.

If you dont want it to do the full waiting for players countdown you could have it like this:
    
self thread maps/mp/gametypes/_hostmigration::callback_hostmigration();
wait 4;
level notify("hostmigration_enoughplayers")

Then it will only countdown from 20 to 16, then do the game starting in countdown.


Sorry for late reply just noticed you did reply, That all works fine but I am getting no Host migration shader coming up on the screen like the one that pops up when host migration actually occurs.
02-20-2016, 01:10 PM #10
-Numb
You talkin to me?
Originally posted by TheNiceUb3r View Post
Sorry for late reply just noticed you did reply, That all works fine but I am getting no Host migration shader coming up on the screen like the one that pops up when host migration actually occurs.


Yeah I know.. Haven't found a way to do that, so I guess you need to code it yourself or anything :(

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo