Post: New code for text on screen
12-29-2010, 02:51 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Im not going to give it to you, but ill give you a hint

when you call in a uav it say this at the bottom

-called in uav recon for 30 seconds

you can change that to whatever you would like and can place it anywhere
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The following user thanked xELiT3_Sn1PaXx for this useful post:

Mr_iBeast
12-29-2010, 03:17 AM #2
x Too GodLy x
Are you high?
good for you but saddly most ppl host lobbys now and also almost no1 bypasses cod4 any more
12-29-2010, 03:21 AM #3
Originally posted by COD View Post
good for you but saddly most ppl host lobbys now and also almost no1 bypasses cod4 any more


Well then this is for the small amount of people that bypass then.

The following 3 users say thank you to FourzerotwoFAILS for this useful post:

Adamâ„¢, Mr_iBeast, PROPH3CY
12-29-2010, 03:57 AM #4
Originally posted by Sn1PaXx View Post
Im not going to give it to you, but ill give you a hint

when you call in a uav it say this at the bottom

-called in uav recon for 30 seconds

you can change that to whatever you would like and can place it anywhere


When are you guys releasing it, I mean if you are? I would love to have this in my new codes. Not too many people bypass any more and the few of us that do would enjoy some unreleased codes you guys have found.
12-29-2010, 04:02 AM #5
I have 4 out of 5 parts of unlock everything code its so hard to figure out omg
12-29-2010, 04:32 AM #6
Originally posted by Sn1PaXx View Post
I have 4 out of 5 parts of unlock everything code its so hard to figure out omg


i Hope u Get it :P
12-29-2010, 04:41 AM #7
Originally posted by Sn1PaXx View Post
I have 4 out of 5 parts of unlock everything code its so hard to figure out omg


Can you at least release where to search for codes?
12-29-2010, 04:42 AM #8
It is very hard to figure out VERY VERY hard but ill give you a hit it has to use statSet's DEVELOPER MODE and executing files
12-29-2010, 09:49 AM #9
!x-MONKEY-BOMB!
League Champion
By executing file do you mean .exe file ?
12-29-2010, 12:26 PM #10
Got to be close here:

    itemDef
{
name "mini_map2"
rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin MAP_OFFSET
forecolor 1 1 1 1
background "compass_map_default"
ownerdraw CG_PLAYER_FULLMAP_MAP
visible when ( SHOULD_SHOW_MAP );
decoration
}

itemDef
{
style WINDOW_STYLE_SHADER
name "mini_map2_overlay"
rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin MAP_OFFSET
forecolor 1 1 1 1
exp material( tableLookup( "mp/mapsTable.csv", 0, dvarString( mapname ), 7 ) )
visible when ( SHOULD_SHOW_MAP );
decoration
}

// Objective pointers
itemDef
{
name "compasspointers2"
rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin MAP_OFFSET
forecolor 1 1 1 1
background "objective_line"
ownerdraw CG_PLAYER_FULLMAP_POINTERS
visible when ( SHOULD_SHOW_MAP );
decoration
}
// Friendlies pointers
itemDef
{
name "compassfriendlies2"
rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin MAP_OFFSET
forecolor 1 1 1 1
background "compassping_friendly"
ownerdraw CG_PLAYER_FULLMAP_FRIENDS
visible when ( SHOULD_SHOW_MAP );
decoration
}
// Enemy pings
itemDef
{
name "compassenemies2"
rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin MAP_OFFSET
forecolor 1 1 1 1
background "compassping_enemy"
ownerdraw CG_PLAYER_FULLMAP_ENEMIES
visible when ( dvarbool( ui_hud_hardcore ) == 0 || ALLIES_HAVE_UAV || AXIS_HAVE_UAV || CLIENT_HAS_UAV );
decoration
}
// Player direction indicator
itemDef
{
name "compassplayer2"
rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin MAP_OFFSET
forecolor 1 1 1 1
background "compassping_player"
ownerdraw CG_PLAYER_FULLMAP_PLAYER
visible when ( SHOULD_SHOW_MAP );
decoration
}

#ifndef SPLITSCREEN_ENABLED
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME (-(MAP_WIDTH)) 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 5 0, "white", 0 0 0 0.3, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME (-(MAP_WIDTH)) 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 5 0, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )

UI_EDGE_REVERSE( ORIGIN_MAP_FRAME, RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 0, 0, 0 0 0 0.3 )
UI_EDGE_REVERSE( ORIGIN_MAP_FRAME, RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 0, 0, 0.9 0.95 1 0.4 )

PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME (-(MAP_WIDTH2)) 6 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 0 (MAP_HEIGHT-6), "gradient_fadein",0.9 0.95 1 0.35, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME -80 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, (MAP_WIDTH-7Cool Man (aka Tustin) 0, "ui_perforation", 1 1 1 1, 0, 0, 0 0 0 0 )
PREPROC_TEXT_DRAW_ALIGNED_EXP( ORIGIN_MAP_FRAME MAP_WIDTH 0 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 5 20, UI_MAP_NAME, TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_LEFT, 1 1 1 0.7 )
#else
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME (MAP_WIDTH-5) 18 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 0 20, "white", 0.15 0.15 0.15 1, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME 5 18 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, (MAP_WIDTH-5) 20, "button_highlight_end", 0.15 0.15 0.15 1, 0, 0, 0 0 0 0 )

PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME (MAP_WIDTH-5) 18 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 0 20, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME 5 18 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, (MAP_WIDTH-5) 20, "button_highlight_end", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )

PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME MAP_WIDTH 18 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 0 (MAP_WIDTH+1), "white", 0.15 0.15 0.15 1, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_MAP_FRAME MAP_WIDTH 18 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 0 (MAP_WIDTH+1), "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )
itemDef {
rect ORIGIN_MAP_FRAME MAP_WIDTH 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin -6 36
textfont UI_FONT_SMALL
textstyle ITEM_TEXTSTYLE_SHADOWED
textscale TEXTSIZE_SMALL
textalign ITEM_ALIGN_RIGHT
forecolor 1 1 1 0.85
exp text ( dvarString(ui_mapname_text) );
visible 1 decoration
}
itemDef {
rect ORIGIN_MAP_FRAME MAP_WIDTH 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP
origin -4 (MAP_WIDTH+16)
textfont UI_FONT_SMALL
textstyle ITEM_TEXTSTYLE_SHADOWED
textscale TEXTSIZE_SMALL
textalign ITEM_ALIGN_RIGHT
forecolor 1 1 1 0.85
exp text ( gametypename() );
visible 1 decoration
}
#endif

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