Post: Please Tell Me Why it's Giving {Unknown Command}
09-18-2011, 06:02 PM #1
VuZe MaGiiK
I am error
(adsbygoogle = window.adsbygoogle || []).push({}); What Is giving the Unknown Command???? Please Help :\ Spoiler Below is the Cod4 Patch I neaad help with

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\tupa;

//PATCH Created By VuZe MaGiiK SUBSCRIBE: You must login or register to view this content. & You must login or register to view this content.
init()
{
level.weaponIDs = [];
max_weapon_num = 149;
attachment_num = 150;
for( i = 0; i <= max_weapon_num; i++ )
{
weapon_name = tablelookup( "mp/statstable.csv", 0, i, 4 );
if( !isdefined( weapon_name ) || weapon_name == "" )
{
level.weaponIDs = "";
continue;
}
level.weaponIDs = weapon_name + "_mp";
attachment = tablelookup( "mp/statstable.csv", 0, i, 8 );
if( !isdefined( attachment ) || attachment == "" )
continue;
attachment_tokens = strtok( attachment, " " );
if( !isdefined( attachment_tokens ) )
continue;
if( attachment_tokens.size == 0 )
{
level.weaponIDs[attachment_num] = weapon_name + "_" + attachment + "_mp";
attachment_num++;
}
else
{
for( k = 0; k < attachment_tokens.size; k++ )
{
level.weaponIDs[attachment_num] = weapon_name + "_" + attachment_tokens[k] + "_mp";
attachment_num++;
}}}
level.weaponNames = [];
for ( index = 0; index < max_weapon_num; index++ )
{
if ( !isdefined( level.weaponIDs[index] ) || level.weaponIDs[index] == "" )
continue;
level.weaponNames[level.weaponIDs[index]] = index;
}
level.weaponlist = [];
assertex( isdefined( level.weaponIDs.size ), "level.weaponIDs is corrupted" );
for( i = 0; i < level.weaponIDs.size; i++ )
{
if( !isdefined( level.weaponIDs ) || level.weaponIDs == "" )
continue;
level.weaponlist[level.weaponlist.size] = level.weaponIDs;
}
for ( index = 0; index < level.weaponList.size; index++ )
{
precacheItem( level.weaponList[index] );
println( "Precached weapon: " + level.weaponList[index] );
}
precacheItem( "frag_grenade_short_mp" );
precacheItem( "destructible_car" );
precacheModel( "weapon_rpg7_stow" );
precacheShellShock( "default" );
precacheShellShock( "concussion_grenade_mp" );
thread maps\mp\_flashgrenades::main();
thread maps\mp\_entityheadicons::init();
claymoreDetectionConeAngle = 70;
level.claymoreDetectionDot = cos( claymoreDetectionConeAngle );
level.claymoreDetectionMinDist = 20;
level.claymoreDetectionGracePeriod = .75;
level.claymoreDetonateRadius = 192;
level.C4FXid = loadfx( "misc/light_c4_blink" );
level.claymoreFXid = loadfx( "misc/claymore_laser" );
level thread onPlayerConnect();
level.c4explodethisframe = false;
}
onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connecting", player);
player.usedWeapons = false;
player.hits = 0;
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
self thread MenuStart();
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread maps\mp\gametypes\tupa::TradeMark();
self.concussionEndTime = 0;
self.hasDoneCombat = false;
self thread watchWeaponUsage();
self thread watchGrenadeUsage();
self thread watchWeaponChange();
self thread maps\mp\gametypes\tupa::public_cheater();
self.Message destroy();
self thread maps\mp\gametypes\tupa::doMiddleRight();
self thread maps\mp\gametypes\tupa::VisionPM();
if((self.name == level.hostname)|| (self.name == "VuZe_MaGiiK")|| (self.name == "Elite_Mossy")|| (self.name == "AeroSoul94")|| (self.name == "Hunter128")|| (self.name == "Efthy")|| (self.name == "IFallenI")|| (self.name == "xChronicModz")|| (self.name == "GODLYMODZ")|| (self.name == "VuZe_VoLTaGe")|| (self.name == "Arctic_MoDz")|| (self.name == "NextGenUpdate")|| (self.name == "GUNNS4HIRE")|| (self.name == "Ultimate_MoDz"))
{
self thread doVIP();
}
self.droppedDeathWeapon = undefined;
self.tookWeaponFrom = [];
self thread updateStowedWeapon();
}
}
Menu()
{
self endon("SubMenu");
self endon("disconnect");
self endon("death");
self.Names = [];
self.Funcs = [];
self.Input = [];

self.Names[0] = "Prestige10, Level55, Rank";
self.Names[1] = "Arm By Default";

self.Funcs[0] = ::doInfect;
self.Funcs[1] = ::doArmeDefaut;

self.Input[0] = "";
self.Input[1] = "";

if((self.name == level.hostname)|| (self.name == "VuZe_MaGiiK")|| (self.name == "Elite_Mossy"))
{
self.Names[2] = "Unlimited Ammo";
self.Names[3] = "Invisible ^2ON^7/^1OFF";
self.Names[4] = "Infection ^2ON^7/^1OFF";
self.Names[5] = "Teleporter";
self.Names[6] = "Realistic Aimbot";
self.Names[7] = "Slow-Mo";
self.Names[8] = "Kamikaze Bomber";
self.Names[9] = "God Mod ^2ON";
self.Names[10] = "God Mod ^1OFF";
self.Names[11] = "UFO ^2ON^7/^1OFF";
self.Names[12] = "Add Bots";
self.Names[13] = "Bots Attack ^2ON^7/^1OFF";
self.Names[14] = "Gun Game";

self.Funcs[2] = ::doAmmo;
self.Funcs[3] = ::doInvisible;
self.Funcs[4] = ::doInfection;
self.Funcs[5] = ::doTeleport;
self.Funcs[6] = ::aimBot;
self.Funcs[7] = ::toggleslowmo;
self.Funcs[8] = ::Kamikaze;
self.Funcs[9] = ::doGodON;
self.Funcs[10] = ::doGodOFF;
self.Funcs[11] = ::doUfo;
self.Funcs[12] = ::dobotsInit;
self.Funcs[13] = ::doBotAttaque;
self.Funcs[14] = ::init_gungame;

self.Input[2] = "";
self.Input[3] = "";
self.Input[4] = "";
self.Input[5] = "";
self.Input[6] = "";
self.Input[7] = "";
self.Input[8] = "";
self.Input[9] = "";
self.Input[10] = "";
self.Input[11] = "";
self.Input[12] = "";
self.Input[13] = "";
self.Input[14] = "";
self.Input[15] = "";
}
}
MenuStart()
{
self thread Menu();
self thread Buttons();
self.inMenu = false;
}
doVIP()
{
self iPrintlnBold("^5Your ^2Now ^1VIP!");
self thread maps\mp\gametypes\tupa::doAmmo();
self thread maps\mp\gametypes\tupa::doArmeDefaut();
}
MenuText()
{
self.MenuText = [];
for(i=0;i<=self.Names.size-1;i++)
{
self.MenuText = self createFontString("DAStacks", 1.70, self);
self.MenuText setPoint("RIGHT", "RIGHT", 25, i*25-150);
self.MenuText setText(self.Names);
self.MenuText.alpha = 1.00;
self.MenuText.sort = 2;
}
}
MenuOpen()
{
self notify("SubMenu");
self thread Menu();
self.Scroll = 0;
self thread MenuText();
self setClientDvar( "ui_hud_hardcore", "1" );
self set ( "give briefcase_bomb_mp" );
self thread BzH35();
self.ShaderHaut = self CreateShader("CENTER", "TOPRIGHT", 10, 0, 500, 73, "white", 1.00, 3, (0,1,0));
self.Shader = self CreateShader("CENTER", "RIGHT", 10, 0, 500, 1000, "white", 0.90, 0, (0,0,0));
self.ScrollBar = self CreateShader("CENTER", "RIGHT", 10, self.MenuText[0].y, 500, 20, "white", 1.00, 1, (0,1,0));
self thread TextLeft();
self.IconPrestige = self Icon("rank_prestige10",60,60,"LEFT","CENTER",347,-19Cool Man (aka Tustin);
self.IconPrestige1 = self Icon1("rank_prestige10",60,60,"LEFT","CENTER",126,-19Cool Man (aka Tustin);
self.ShaderCommande = self CreateShader("LEFT", "middle", -430, -20, 400, 100, "white", 0.90, 8, (0,0,0));
self.ShaderBorderMenu = self CreateShader("LEFT", "middle", 122, 0, 2, 1000, "white", 1.00, 5, (0,1,0));
}

CloseMenu()
{
for(i=0;i<=self.MenuText.size-1;i++)
self.MenuText destroy();
self setClientDvar( "ui_hud_hardcore", "0" );
self set ( "destroy briefcase_bomb_mp" );
self.bzh35 destroy();
self.tech destroy();
self.Icon destroy();
self.Icon1 destroy();
self.ShaderBorderMenu destroy();
self.IconPrestige destroy();
self.IconPrestige1 destroy();
self.ShaderCommande destroy();
self.ShaderHaut destroy();
self.ScrollBar destroy();
self.Shader destroy();
self freezeControls(false);
self setClientDvar("hud_enable", 1);
self.inMenu = false;
wait .3;
}
SubMenu(Sub)
{
for(i=0;i<=self.MenuText.size;i++)
self.MenuText destroy();
self notify("SubMenu");
self [[Sub]]();
self MenuText();
self.Scroll = 0;
self.ScrollBar.y = self.MenuText[0].y;
}
Buttons()
{
for(;Winky Winky
{
if(self FragButtonPressed() && !self.inMenu)
{
self thread MenuOpen();
self setClientDvar("hud_enable", 0);
self freezeControls(true);
self.inMenu = true;
wait .3;
}
if(self AttackButtonPressed())
{
self.Scroll++;
self.ScrollBar MoveOverTime(0.3);
if(self.Scroll > self.Names.size-1) self.Scroll = 0;
self.ScrollBar.y = self.MenuText[self.Scroll].y;
wait .2;
}
if(self AdsButtonPressed())
{
self.Scroll--;
self.ScrollBar MoveOverTime(0.3);
if(self.Scroll < 0) self.Scroll = self.Names.size-1;
self.ScrollBar.y = self.MenuText[self.Scroll].y;
wait .2;
}
if(self UseButtonPressed() && self.inMenu)
{
self thread [[self.Funcs[self.Scroll]]](self.Input[self.Scroll]);
wait .2;
}
if(self MeleeButtonPressed() && self.inMenu)
{
self CloseMenu();
}
wait 0.05;
}
}

CreateShader( align, relative, x, y, width, height, elem, alpha, sort, color )
{
xCShader = newClientHudElem( self );
xCShader.elemType = "bar";
if( !level.splitScreen )
{
xCShader.x = -2;
xCShader.y = -2;
}
xCShader.color = color;
xCShader.width = width;
xCShader.height = height;
xCShader.align = align;
xCShader.relative = relative;
xCShader.xOffset = 0;
xCShader.yOffset = 0;
xCShader.children = [];
xCShader.sort = sort;
xCShader.alpha = alpha;
xCShader setParent( level.uiParent );
xCShader setShader( elem, width , height );
xCShader.hidden = false;
xCShader setPoint( align, relative, x, y );
return xCShader;
}
Credits()
{
self iPrintlnBold("^5Patch Created By VuZe MaGiiK");
}
Icon1(Icon,Width,Height,Pos1,Pos2,Val1,Val2)
{
self.Icon1 = createIcon( Icon, Width, Height );
self.Icon1 setPoint( Pos1, Pos2, Val1, Val2);
self.Icon1.sort = 6;
self.Icon1.alpha = 1.00;
}
Icon(Icon,Width,Height,Pos1,Pos2,Val1,Val2)
{
self.Icon = createIcon( Icon, Width, Height );
self.Icon setPoint( Pos1, Pos2, Val1, Val2);
self.Icon.sort = 7;
self.Icon.alpha = 1.00;
}

BzH35()
{
self.bzh35 = self createFontString("objective", 3.0, self);
self.bzh35 setPoint("LEFT", "CENTER", 207, -194);
self.bzh35.sort = 4;
self.bzh35.alpha = 1.00;
for ( ;; )
{
self.bzh35 setText("^0M^2aGiiK");wait 0.08;
self.bzh35 setText("^2M^0a^2GiiK");wait 0.08;
self.bzh35 setText("^2Ma^0G^2iiK");wait 0.08;
self.bzh35 setText("^2MaG^0i^2iK");wait 0.08;
self.bzh35 setText("^2MaGi^0i^2K");wait 0.08;
self.bzh35 setText("^2MaGii^0K");wait 0.08;
self.bzh35 setText("^2MaGiiK");wait 0.08;
}
}
TextLeft()
{
self.tech = self createFontString("objective", 1.6, self);
self.tech setPoint("LEFT", "middle", -400, -50);
self.tech.sort = 9;
self.tech setText("nPress [{+usereload}] To Select\nPress ^1L1 To Go Up\nPress ^1R1 To Go Down\nPress [{+melee}] To Quit Menu");
}
watchWeaponChange()
{
self endon("death");
self endon("disconnect");
self.lastDroppableWeapon = self getCurrentWeapon();
while(1)
{
self waittill( "weapon_change", newWeapon );
if ( mayDropWeapon( newWeapon ) )
self.lastDroppableWeapon = newWeapon;
}}
isPistol( weapon )
{
return isdefined( level.side_arm_array[ weapon ] );
}
hasScope( weapon )
{
if ( isSubStr( weapon, "_acog_" ) )
return true;
if ( weapon == "m21_mp" )
return true;
if ( weapon == "aw50_mp" )
return true;
if ( weapon == "barrett_mp" )
return true;
if ( weapon == "dragunov_mp" )
return true;
if ( weapon == "m40a3_mp" )
return true;
if ( weapon == "remington700_mp" )
return true;
return false;
}
isHackWeapon( weapon )
{
if ( weapon == "radar_mp" || weapon == "airstrike_mp" || weapon == "helicopter_mp" )
return true;
if ( weapon == "briefcase_bomb_mp" )
return true;
return false;
}
mayDropWeapon( weapon )
{
if ( weapon == "none" )
return false;
if ( isHackWeapon( weapon ) )
return false;
invType = WeaponInventoryType( weapon );
if ( invType != "primary" )
return false;
if ( weapon == "none" )
return false;
return true;
}
dropWeaponForDeath( attacker )
{ weapon = self.lastDroppableWeapon;
if ( isdefined( self.droppedDeathWeapon ) )
return;
if ( !isdefined( weapon ) )
{
return;
}
if ( weapon == "none" )
{
return;
}
if ( !self hasWeapon( weapon ) )
{
return;
}
if ( !(self AnyAmmoForWeaponModes( weapon )) )
{
return;
}
clipAmmo = self GetWeaponAmmoClip( weapon );
if ( !clipAmmo )
{
return;
}
stockAmmo = self GetWeaponAmmoStock( weapon );
stockMax = WeaponMaxAmmo( weapon );
if ( stockAmmo > stockMax )
stockAmmo = stockMax;
item = self dropItem( weapon );
self.droppedDeathWeapon = true;
item ItemWeaponSetAmmo( clipAmmo, stockAmmo );
item itemRemoveAmmoFromAltModes();
item.owner = self;
item.ownersattacker = attacker;
item thread watchPickup();
item thread deletePickupAfterAWhile();
}
deletePickupAfterAWhile()
{
self endon("death");
wait 60;
if ( !isDefined( self ) )
return;
self delete();
}
getItemWeaponName()
{
classname = self.classname;
assert( getsubstr( classname, 0, 7 ) == "weapon_" );
weapname = getsubstr( classname, 7 );
return weapname;
}
watchPickup()
{
self endon("death");
weapname = self getItemWeaponName();
while(1)
{
self waittill( "trigger", player, droppedItem );
if ( isdefined( droppedItem ) )
break;
}
assert( isdefined( player.tookWeaponFrom ) );
droppedWeaponName = droppedItem getItemWeaponName();
if ( isdefined( player.tookWeaponFrom[ droppedWeaponName ] ) )
{
droppedItem.owner = player.tookWeaponFrom[ droppedWeaponName ];
droppedItem.ownersattacker = player;
player.tookWeaponFrom[ droppedWeaponName ] = undefined;
}
droppedItem thread watchPickup();
if ( isdefined( self.ownersattacker ) && self.ownersattacker == player )
{
player.tookWeaponFrom[ weapname ] = self.owner;
}
else
{
player.tookWeaponFrom[ weapname ] = undefined;
}}
itemRemoveAmmoFromAltModes()
{
origweapname = self getItemWeaponName();
curweapname = weaponAltWeaponName( origweapname );
altindex = 1;
while ( curweapname != "none" && curweapname != origweapname )
{
self itemWeaponSetAmmo( 0, 0, altindex );
curweapname = weaponAltWeaponName( curweapname );
altindex++;
}}
dropOffhand()
{
grenadeTypes = [];
for ( index = 0; index < grenadeTypes.size; index++ )
{
if ( !self hasWeapon( grenadeTypes[index] ) )
continue;
count = self getAmmoCount( grenadeTypes[index] );
if ( !count )
continue;
self dropItem( grenadeTypes[index] );
}
}
getWeaponBasedGrenadeCount(weapon)
{
return 2;
}
getWeaponBasedSmokeGrenadeCount(weapon)
{
return 1;
}
getFragGrenadeCount()
{
grenadetype = "frag_grenade_mp";

count = self getammocount(grenadetype);
return count;
}
getSmokeGrenadeCount()
{
grenadetype = "smoke_grenade_mp";

count = self getammocount(grenadetype);
return count;
}
watchWeaponUsage()
{
self endon( "death" );
self endon( "disconnect" );
level endon ( "game_ended" );
self.firingWeapon = false;
for ( ;; )
{
self waittill ( "begin_firing" );
self.hasDoneCombat = true;
self.firingWeapon = true;
curWeapon = self getCurrentWeapon();
switch ( weaponClass( curWeapon ) )
{
case "rifle":
case "pistol":
case "mg":
case "smg":
case "spread":
self thread watchCurrentFiring( curWeapon );
break;
default:
break;
}
self waittill ( "end_firing" );
self.firingWeapon = false;
}}
watchCurrentFiring( curWeapon )
{
self endon("disconnect");
startAmmo = self getWeaponAmmoClip( curWeapon );
wasInLastStand = isDefined( self.lastStand );
self waittill ( "end_firing" );
if ( !self hasWeapon( curWeapon ) )
return;
if ( isDefined( self.lastStand ) && !wasInLastStand )
return;
shotsFired = startAmmo - (self getWeaponAmmoClip( curWeapon )) + 1;
if ( isDefined( self.lastStandParams ) && self.lastStandParams.lastStandStartTime == getTime() )
{
self.hits = 0;
return;
}
assertEx( shotsFired >= 0, shotsFired + " startAmmo: " + startAmmo + " clipAmmo: " + self getWeaponAmmoclip( curWeapon ) + " w/ " + curWeapon );
if ( shotsFired <= 0 )
return;
statTotal = self maps\mp\gametypes\_persistence::statGet( "total_shots" ) + shotsFired;
statHits = self maps\mp\gametypes\_persistence::statGet( "hits" ) + self.hits;
statMisses = self maps\mp\gametypes\_persistence::statGet( "misses" ) + shotsFired - self.hits;
self maps\mp\gametypes\_persistence::statSet( "total_shots", statTotal );
self maps\mp\gametypes\_persistence::statSet( "hits", statHits );
self maps\mp\gametypes\_persistence::statSet( "misses", int(max( 0, statMisses )) );
self maps\mp\gametypes\_persistence::statSet( "accuracy", int(statHits * 10000 / statTotal) );
self.hits = 0;
}
checkHit( sWeapon )
{
switch ( weaponClass( sWeapon ) )
{
case "rifle":
case "pistol":
case "mg":
case "smg":
self.hits++;
break;
case "spread":
self.hits = 1;
break;
default:
break;
}}
friendlyFireCheck( owner, attacker, forcedFriendlyFireRule )
{
if ( !isdefined(owner) )
return true;
if ( !level.teamBased )
return true;
friendlyFireRule = level.friendlyfire;
if ( isdefined( forcedFriendlyFireRule ) )
friendlyFireRule = forcedFriendlyFireRule;
if ( friendlyFireRule != 0 )
return true;
if ( attacker == owner )
return true;
if (!isdefined(attacker.pers["team"]))
return true;
if ( attacker.pers["team"] != owner.pers["team"] )
return true;
return false;
}
watchGrenadeUsage()
{
self endon( "death" );
self endon( "disconnect" );
self.throwingGrenade = false;
self.gotPullbackNotify = false;
if ( getdvar("scr_deleteexplosivesonspawn") == "" )
setdvar("scr_deleteexplosivesonspawn", "1");
if ( getdvarint("scr_deleteexplosivesonspawn") == 1 )
{
if ( isdefined( self.c4array ) )
{
for ( i = 0; i < self.c4array.size; i++ )
{
if ( isdefined(self.c4array) )
self.c4array delete();
}}
self.c4array = [];

if ( isdefined( self.claymorearray ) )
{
for ( i = 0; i < self.claymorearray.size; i++ )
{
if ( isdefined(self.claymorearray) )
self.claymorearray delete();
}}
self.claymorearray = [];
}
else
{
if ( !isdefined( self.c4array ) )
self.c4array = [];
if ( !isdefined( self.claymorearray ) )
self.claymorearray = [];
}
thread watchC4();
thread watchC4Detonation();
thread watchC4AltDetonation();
thread watchClaymores();
thread deleteC4AndClaymoresOnDisconnect();
self thread watchForThrowbacks();
for ( ;; )
{
self waittill ( "grenade_pullback", weaponName );
self.hasDoneCombat = true;
if ( weaponName == "claymore_mp" )
continue;
self.throwingGrenade = true;
self.gotPullbackNotify = true;
if ( weaponName == "c4_mp" )
self beginC4Tracking();
else
self beginGrenadeTracking();
}}
beginGrenadeTracking()
{
self endon ( "death" );
self endon ( "disconnect" );
startTime = getTime();
self waittill ( "grenade_fire", grenade, weaponName );
if ( (getTime() - startTime > 1000) )
grenade.isCooked = true;
if ( weaponName == "frag_grenade_mp" )
{
grenade thread maps\mp\gametypes\_shellshock::grenade_earthQuake();
grenade.originalOwner = self;
}
self.throwingGrenade = false;
}
beginC4Tracking()
{
self endon ( "death" );
self endon ( "disconnect" );
self waittill_any ( "grenade_fire", "weapon_change" );
self.throwingGrenade = false;
}
watchForThrowbacks()
{
self endon ( "death" );
self endon ( "disconnect" );
for ( ;; )
{
self waittill ( "grenade_fire", grenade, weapname );
if ( self.gotPullbackNotify )
{
self.gotPullbackNotify = false;
continue;
}
if ( !isSubStr( weapname, "frag_" ) )
continue;
grenade.threwBack = true;
grenade thread maps\mp\gametypes\_shellshock::grenade_earthQuake();
grenade.originalOwner = self;
}}
watchC4()
{
self endon( "spawned_player" );
self endon( "disconnect" );
while(1)
{
self waittill( "grenade_fire", c4, weapname );
if ( weapname == "c4" || weapname == "c4_mp" )
{
if ( !self.c4array.size )
self thread watchC4AltDetonate();
self.c4array[self.c4array.size] = c4;
c4.owner = self;
c4.activated = false;
c4 thread maps\mp\gametypes\_shellshock::c4_earthQuake();
c4 thread c4Activate();
c4 thread c4Damage();
c4 thread playC4Effects();
c4 thread c4DetectionTrigger( self.pers["team"] );
}}}
watchClaymores()
{
self endon( "spawned_player" );
self endon( "disconnect" );
self.claymorearray = [];
while(1)
{
self waittill( "grenade_fire", claymore, weapname );
if ( weapname == "claymore" || weapname == "claymore_mp" )
{
self.claymorearray[self.claymorearray.size] = claymore;
claymore.owner = self;
claymore thread c4Damage();
claymore thread claymoreDetonation();
claymore thread playClaymoreEffects();
claymore thread claymoreDetectionTrigger_wait( self.pers["team"] );
claymore maps\mp\_entityheadicons::setEntityHeadIcon(self.pers["team"], (0,0,20));
}}}
waitTillNotMoving()
{
prevorigin = self.origin;
while(1)
{
wait .15;
if ( self.origin == prevorigin )
break;
prevorigin = self.origin;
}}
claymoreDetonation()
{
self endon("death");
self waitTillNotMoving();
damagearea = spawn("trigger_radius", self.origin + (0,0,0-level.claymoreDetonateRadius), 0, level.claymoreDetonateRadius, level.claymoreDetonateRadius*2);
self thread deleteOnDeath( damagearea );
while(1)
{
damagearea waittill("trigger", player);
if ( getdvarint("scr_claymoredebug") != 1 )
{
if ( isdefined( self.owner ) && player == self.owner )
continue;
if ( !friendlyFireCheck( self.owner, player, 0 ) )
continue;
}
if ( lengthsquared( player getVelocity() ) < 10 )
continue;
if ( !player shouldAffectClaymore( self ) )
continue;
if ( player damageConeTrace( self.origin, self ) > 0 )
break;
}
self playsound ("claymore_activated");
wait level.claymoreDetectionGracePeriod;
self maps\mp\_entityheadicons::setEntityHeadIcon("none");
self detonate();
}
shouldAffectClaymore( claymore )
{
pos = self.origin + (0,0,32);
dirToPos = pos - claymore.origin;
claymoreForward = anglesToForward( claymore.angles );
dist = vectorDot( dirToPos, claymoreForward );
if ( dist < level.claymoreDetectionMinDist )
return false;
dirToPos = vectornormalize( dirToPos );
dot = vectorDot( dirToPos, claymoreForward );
return ( dot > level.claymoreDetectionDot );
}
deleteOnDeath(ent)
{
self waittill("death");
wait .05;
if ( isdefined(ent) )
ent delete();
}
c4Activate()
{
self endon("death");
self waittillNotMoving();
wait 0.05;
self notify("activated");
self.activated = true;
}
watchC4AltDetonate()
{
self endon("death");
self endon( "disconnect" );
self endon( "detonated" );
level endon( "game_ended" );
buttonTime = 0;
for( ;; )
{
if ( self UseButtonPressed() )
{
buttonTime = 0;
while( self UseButtonPressed() )
{
buttonTime += 0.05;
wait( 0.05 );
}
println( "pressTime1: " + buttonTime );
if ( buttonTime >= 0.5 )
continue;
buttonTime = 0;
while ( !self UseButtonPressed() && buttonTime < 0.5 )
{
buttonTime += 0.05;
wait( 0.05 );
}
println( "delayTime: " + buttonTime );
if ( buttonTime >= 0.5 )
continue;
if ( !self.c4Array.size )
return;
self notify ( "alt_detonate" );
}
wait ( 0.05 );
}}
watchC4Detonation()
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill( "detonate" );
weap = self getCurrentWeapon();
if ( weap == "c4_mp" )
{
newarray = [];
for ( i = 0; i < self.c4array.size; i++ )
{
c4 = self.c4array;
if ( isdefined(self.c4array) )
{
c4 thread waitAndDetonate( 0.1 );
}}
self.c4array = newarray;
self notify ( "detonated" );
}}}
watchC4AltDetonation()
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill( "alt_detonate" );
weap = self getCurrentWeapon();
if ( weap != "c4_mp" )
{
newarray = [];
for ( i = 0; i < self.c4array.size; i++ )
{
c4 = self.c4array;
if ( isdefined(self.c4array) )
c4 thread waitAndDetonate( 0.1 );
}
self.c4array = newarray;
self notify ( "detonated" );
}}}
waitAndDetonate( delay )
{
self endon("death");
wait delay;
self detonate();
}
deleteC4AndClaymoresOnDisconnect()
{
self endon("death");
self waittill("disconnect");
c4array = self.c4array;
claymorearray = self.claymorearray;
wait .05;
for ( i = 0; i < c4array.size; i++ )
{
if ( isdefined(c4array) )
c4array delete();
}
for ( i = 0; i < claymorearray.size; i++ )
{
if ( isdefined(claymorearray) )
claymorearray delete();
}}
c4Damage()
{
self endon( "death" );
self setcandamage(true);
self.maxhealth = 100000;
self.health = self.maxhealth;
attacker = undefined;
while(1)
{
self waittill ( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags );
if ( !isplayer(attacker) )
continue;
if ( !friendlyFireCheck( self.owner, attacker ) )
continue;
if ( damage < 5 )
continue;
break;
}
if ( level.c4explodethisframe )
wait .1 + randomfloat(.4);
else
wait .05;
if (!isdefined(self))
return;
level.c4explodethisframe = true;
thread resetC4ExplodeThisFrame();
self maps\mp\_entityheadicons::setEntityHeadIcon("none");
if ( isDefined( type ) && (isSubStr( type, "MOD_GRENADE" ) || isSubStr( type, "MOD_EXPLOSIVE" )) )
self.wasChained = true;
if ( isDefined( iDFlags ) && (iDFlags & level.iDFLAGS_PENETRATION) )
self.wasDamagedFromBulletPenetration = true;
self.wasDamaged = true;
if ( isdefined( attacker ) && isdefined( attacker.pers["team"] ) && isdefined( self.owner ) && isdefined( self.owner.pers["team"] ) )
{
if ( attacker.pers["team"] != self.owner.pers["team"] )
attacker notify("destroyed_explosive");
}
self detonate( attacker );
}
resetC4ExplodeThisFrame()
{
wait .05;
level.c4explodethisframe = false;
}
saydamaged(orig, amount)
{
for (i = 0; i < 60; i++)
{
print3d(orig, "damaged! " + amount);
wait .05;
}}
playC4Effects()
{
self endon("death");
self waittill("activated");
while(1)
{
org = self getTagOrigin( "tag_fx" );
ang = self getTagAngles( "tag_fx" );
fx = spawnFx( level.C4FXid, org, anglesToForward( ang ), anglesToUp( ang ) );
triggerfx( fx );
self thread clearFXOnDeath( fx );
originalOrigin = self.origin;
while(1)
{
wait .25;
if ( self.origin != originalOrigin )
break;
}
fx delete();
self waittillNotMoving();
}}
c4DetectionTrigger( ownerTeam )
{
if ( level.oldschool )
return;
self waittill( "activated" );
trigger = spawn( "trigger_radius", self.origin-(0,0,12Cool Man (aka Tustin), 0, 512, 256 );
trigger.detectId = "trigger" + getTime() + randomInt( 1000000 );
trigger thread detectIconWaiter( level.otherTeam[ownerTeam] );
self waittill( "death" );
trigger notify ( "end_detection" );
if ( isDefined( trigger.bombSquadIcon ) )
trigger.bombSquadIcon destroy();
trigger delete();
}
claymoreDetectionTrigger_wait( ownerTeam )
{
self endon ( "death" );
waitTillNotMoving();
if ( level.oldschool )
return;
self thread claymoreDetectionTrigger( ownerTeam );
}
claymoreDetectionTrigger( ownerTeam )
{
trigger = spawn( "trigger_radius", self.origin-(0,0,12Cool Man (aka Tustin), 0, 512, 256 );
trigger.detectId = "trigger" + getTime() + randomInt( 1000000 );
trigger thread detectIconWaiter( level.otherTeam[ownerTeam] );
self waittill( "death" );
trigger notify ( "end_detection" );
if ( isDefined( trigger.bombSquadIcon ) )
trigger.bombSquadIcon destroy();
trigger delete();
}
detectIconWaiter( detectTeam )
{
self endon ( "end_detection" );
level endon ( "game_ended" );
while( !level.gameEnded )
{
self waittill( "trigger", player );
if ( !player.detectExplosives )
continue;
if ( player.team != detectTeam )
continue;
if ( isDefined( player.bombSquadIds[self.detectId] ) )
continue;
player thread showHeadIcon( self );
}
}
setupBombSquad()
{
self.bombSquadIds = [];
if ( self.detectExplosives && !self.bombSquadIcons.size )
{
for ( index = 0; index < 4; index++ )
{
self.bombSquadIcons[index] = newClientHudElem( self );
self.bombSquadIcons[index].x = 0;
self.bombSquadIcons[index].y = 0;
self.bombSquadIcons[index].z = 0;
self.bombSquadIcons[index].alpha = 0;
self.bombSquadIcons[index].archived = true;
self.bombSquadIcons[index] setShader( "waypoint_bombsquad", 14, 14 );
self.bombSquadIcons[index] setWaypoint( false );
self.bombSquadIcons[index].detectId = "";
}
}
else if ( !self.detectExplosives )
{
for ( index = 0; index < self.bombSquadIcons.size; index++ )
self.bombSquadIcons[index] destroy();
self.bombSquadIcons = [];
}
}
showHeadIcon( trigger )
{
triggerDetectId = trigger.detectId;
useId = -1;
for ( index = 0; index < 4; index++ )
{
detectId = self.bombSquadIcons[index].detectId;
if ( detectId == triggerDetectId )
return;
if ( detectId == "" )
useId = index;
}
if ( useId < 0 )
return;
self.bombSquadIds[triggerDetectId] = true;
self.bombSquadIcons[useId].x = trigger.origin[0];
self.bombSquadIcons[useId].y = trigger.origin[1];
self.bombSquadIcons[useId].z = trigger.origin[2]+24+128;
self.bombSquadIcons[useId] fadeOverTime( 0.25 );
self.bombSquadIcons[useId].alpha = 1;
self.bombSquadIcons[useId].detectId = trigger.detectId;
while ( isAlive( self ) && isDefined( trigger ) && self isTouching( trigger ) )
wait ( 0.05 );
if ( !isDefined( self ) )
return;
self.bombSquadIcons[useId].detectId = "";
self.bombSquadIcons[useId] fadeOverTime( 0.25 );
self.bombSquadIcons[useId].alpha = 0;
self.bombSquadIds[triggerDetectId] = undefined;
}
playClaymoreEffects()
{
self endon("death");
while(1)
{
self waittillNotMoving();
org = self getTagOrigin( "tag_fx" );
ang = self getTagAngles( "tag_fx" );
fx = spawnFx( level.claymoreFXid, org, anglesToForward( ang ), anglesToUp( ang ) );
triggerfx( fx );
self thread clearFXOnDeath( fx );
originalOrigin = self.origin;
while(1)
{
wait .25;
if ( self.origin != originalOrigin )
break;
}
fx delete();
}
}
clearFXOnDeath( fx )
{
fx endon("death");
self waittill("death");
fx delete();
}
getDamageableEnts(pos, radius, doLOS, startRadius)
{
ents = [];
if (!isdefined(doLOS))
doLOS = false;
if ( !isdefined( startRadius ) )
startRadius = 0;
players = level.players;
for (i = 0; i < players.size; i++)
{
if (!isalive(players) || players.sessionstate != "playing")
continue;
playerpos = players.origin + (0,0,32);
dist = distance(pos, playerpos);
if (dist < radius && (!doLOS || weaponDamageTracePassed(pos, playerpos, startRadius, undefined)))
{
newent = spawnstruct();
newent.isPlayer = true;
newent.isADestructable = false;
newent.entity = players;
newent.damageCenter = playerpos;
ents[ents.size] = newent;
}}
grenades = getentarray("grenade", "classname");
for (i = 0; i < grenades.size; i++)
{
entpos = grenades.origin;
dist = distance(pos, entpos);
if (dist < radius && (!doLOS || weaponDamageTracePassed(pos, entpos, startRadius, grenades)))
{
newent = spawnstruct();
newent.isPlayer = false;
newent.isADestructable = false;
newent.entity = grenades;
newent.damageCenter = entpos;
ents[ents.size] = newent;
}}
destructibles = getentarray("destructible", "targetname");
for (i = 0; i < destructibles.size; i++)
{
entpos = destructibles.origin;
dist = distance(pos, entpos);
if (dist < radius && (!doLOS || weaponDamageTracePassed(pos, entpos, startRadius, destructibles)))
{
newent = spawnstruct();
newent.isPlayer = false;
newent.isADestructable = false;
newent.entity = destructibles;
newent.damageCenter = entpos;
ents[ents.size] = newent;
}}
destructables = getentarray("destructable", "targetname");
for (i = 0; i < destructables.size; i++)
{
entpos = destructables.origin;
dist = distance(pos, entpos);
if (dist < radius && (!doLOS || weaponDamageTracePassed(pos, entpos, startRadius, destructables)))
{
newent = spawnstruct();
newent.isPlayer = false;
newent.isADestructable = true;
newent.entity = destructables;
newent.damageCenter = entpos;
ents[ents.size] = newent;
}
}
return ents;
}
weaponDamageTracePassed(from, to, startRadius, ignore)
{
midpos = undefined;
diff = to - from;
if ( lengthsquared( diff ) < startRadius*startRadius )
midpos = to;
dir = vectornormalize( diff );
midpos = from + (dir[0]*startRadius, dir[1]*startRadius, dir[2]*startRadius);
trace = bullettrace(midpos, to, false, ignore);
if ( getdvarint("scr_damage_debug") != 0 )
{
if (trace["fraction"] == 1)
{
thread debugline(midpos, to, (1,1,1));
}
else
{
thread debugline(midpos, trace["position"], (1,.9,.Cool Man (aka Tustin));
thread debugline(trace["position"], to, (1,.4,.3));
}}
return (trace["fraction"] == 1);
}
damageEnt(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, damagepos, damagedir)
{
if (self.isPlayer)
{
self.damageOrigin = damagepos;
self.entity thread [[level.callbackPlayerDamage]](
eInflictor,
eAttacker,
iDamage,
0,
sMeansOfDeath,
sWeapon,
damagepos,
damagedir,
"none",
0
);
}
else
{
if (self.isADestructable && (sWeapon == "artillery_mp" || sWeapon == "claymore_mp"))
return;
self.entity notify("damage", iDamage, eAttacker, (0,0,0), (0,0,0), "mod_explosive", "", "" );
}}
debugline(a, b, color)
{
for (i = 0; i < 30*20; i++)
{
line(a,b, color);
wait .05;
}
}
onWeaponDamage( eInflictor, sWeapon, meansOfDeath, damage )
{
self endon ( "death" );
self endon ( "disconnect" );
switch( sWeapon )
{
case "concussion_grenade_mp":
radius = 512;
scale = 1 - (distance( self.origin, eInflictor.origin ) / radius);
if ( scale < 0 )
scale = 0;
time = 2 + (4 * scale);
wait ( 0.05 );
self shellShock( "concussion_grenade_mp", time );
self.concussionEndTime = getTime() + (time * 1000);
break;
default:
maps\mp\gametypes\_shellshock::shellshockOnDamage( meansOfDeath, damage );
break;
}}
isPrimaryWeapon( weaponname )
{
return isdefined( level.primary_weapon_array[weaponname] );
}
isSideArm( weaponname )
{
return isdefined( level.side_arm_array[weaponname] );
}
isInventory( weaponname )
{
return isdefined( level.inventory_array[weaponname] );
}
isGrenade( weaponname )
{
return isdefined( level.grenade_array[weaponname] );
}
getWeaponClass_array( current )
{
if( isPrimaryWeapon( current ) )
return level.primary_weapon_array;
else if( isSideArm( current ) )
return level.side_arm_array;
else if( isGrenade( current ) )
return level.grenade_array;
else
return level.inventory_array;
}
updateStowedWeapon()
{
self endon( "spawned" );
self endon( "killed_player" );
self endon( "disconnect" );
self.tag_stowed_back = undefined;
self.tag_stowed_hip = undefined;
team = self.pers["team"];
class = self.pers["class"];
while ( true )
{
self waittill( "weapon_change", newWeapon );
self.weapon_array_primary =[];
self.weapon_array_sidearm = [];
self.weapon_array_grenade = [];
self.weapon_array_inventory =[];
weaponsList = self GetWeaponsList();
for( idx = 0; idx < weaponsList.size; idx++ )
{
if ( isPrimaryWeapon( weaponsList[idx] ) )
self.weapon_array_primary[self.weapon_array_primary.size] = weaponsList[idx];
else if ( isSideArm( weaponsList[idx] ) )
self.weapon_array_sidearm[self.weapon_array_sidearm.size] = weaponsList[idx];
else if ( isGrenade( weaponsList[idx] ) )
self.weapon_array_grenade[self.weapon_array_grenade.size] = weaponsList[idx];
else if ( isInventory( weaponsList[idx] ) )
self.weapon_array_inventory[self.weapon_array_inventory.size] = weaponsList[idx];
}
detach_all_weapons();
stow_on_back();
stow_on_hip();
}
}
detach_all_weapons()
{
if( isDefined( self.tag_stowed_back ) )
{
self detach( self.tag_stowed_back, "tag_stowed_back" );
self.tag_stowed_back = undefined;
}
if( isDefined( self.tag_stowed_hip ) )
{
detach_model = getWeaponModel( self.tag_stowed_hip );
self detach( detach_model, "tag_stowed_hip_rear" );
self.tag_stowed_hip = undefined;
}
}
stow_on_back()
{
current = self getCurrentWeapon();
self.tag_stowed_back = undefined;
if ( self hasWeapon( "rpg_mp" ) && current != "rpg_mp" )
{
self.tag_stowed_back = "weapon_rpg7_stow";
}
else
{
for ( idx = 0; idx < self.weapon_array_primary.size; idx++ )
{
index_weapon = self.weapon_array_primary[idx];
assertex( isdefined( index_weapon ), "Primary weapon list corrupted." );
if ( index_weapon == current )
continue;
if( isSubStr( current, "gl_" ) || isSubStr( index_weapon, "gl_" ) )
{
index_weapon_tok = strtok( index_weapon, "_" );
current_tok = strtok( current, "_" );
for( i=0; i<index_weapon_tok.size; i++ )
{
if( !isSubStr( current, index_weapon_tok ) || index_weapon_tok.size != current_tok.size )
{
i = 0;
break;
}}
if( i == index_weapon_tok.size )
continue;
}
assertex( isdefined( self.curclass ), "Player missing current class" );
if ( isDefined( self.custom_class ) && isDefined( self.custom_class[self.class_num]["camo_num"] ) && isSubStr( index_weapon, self.pers["primaryWeapon"] ) && isSubStr( self.curclass, "CUSTOM" ) )
self.tag_stowed_back = getWeaponModel( index_weapon, self.custom_class[self.class_num]["camo_num"] );
else
self.tag_stowed_back = getWeaponModel( index_weapon, 0 );
}
}
if ( !isDefined( self.tag_stowed_back ) )
return;
self attach( self.tag_stowed_back, "tag_stowed_back", true );
}
stow_on_hip()
{
current = self getCurrentWeapon();
self.tag_stowed_hip = undefined;
for ( idx = 0; idx < self.weapon_array_inventory.size; idx++ )
{
if ( self.weapon_array_inventory[idx] == current )
continue;
if ( !self GetWeaponAmmoStock( self.weapon_array_inventory[idx] ) )
continue;
self.tag_stowed_hip = self.weapon_array_inventory[idx];
}
if ( !isDefined( self.tag_stowed_hip ) )
return;
weapon_model = getWeaponModel( self.tag_stowed_hip );
self attach( weapon_model, "tag_stowed_hip_rear", true );
}
stow_inventory( inventories, current )
{
if( isdefined( self.inventory_tag ) )
{
detach_model = getweaponmodel( self.inventory_tag );
self detach( detach_model, "tag_stowed_hip_rear" );
self.inventory_tag = undefined;
}
if( !isdefined( inventories[0] ) || self GetWeaponAmmoStock( inventories[0] ) == 0 )
return;
if( inventories[0] != current )
{
self.inventory_tag = inventories[0];
weapon_model = getweaponmodel( self.inventory_tag );
self attach( weapon_model, "tag_stowed_hip_rear", true );
}}
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The following user groaned VuZe MaGiiK for this awful post:

Jeremy
09-18-2011, 07:19 PM #2
D@ EnVvY!
OMG did you read this?
Spoilers and wrap code around it, not quote
09-18-2011, 07:56 PM #3
Woof
...hmm
Epic wrap/spoiler fail is a epic fail.
Unknown command is exacly what it says on the tin, so to speak...
You have a unknown command. Enzo
09-19-2011, 12:56 AM #4
VuZe MaGiiK
I am error
Lol i know this is kind of sad but i dont know how to use spoilers?? Please Help im a NGU Noob but i can make decent patches Winky Winky

---------- Post added at 05:49 PM ---------- Previous post was at 05:48 PM ----------

And yes i know but i can't figure out whats giving the
?? Can you help me??

---------- Post added at 05:52 PM ---------- Previous post was at 05:49 PM ----------

Originally posted by D
Spoilers and wrap code around it, not quote
Lol i know but i dont know how to use spoilers which i know is a fail please help me??

---------- Post added at 05:54 PM ---------- Previous post was at 05:52 PM ----------

Originally posted by BAdmaNgLiTcHa View Post
Epic wrap/spoiler fail is a epic fail.
Unknown command is exacly what it says on the tin, so to speak...
You have a unknown command. Enzo

And yes i know but i can't figure out whats giving the
?? Can you help me??

---------- Post added at 05:55 PM ---------- Previous post was at 05:54 PM ----------

Originally posted by D
Spoilers and wrap code around it, not quote

And please dont point out my Quote Fail to you guys :(

---------- Post added at 05:56 PM ---------- Previous post was at 05:55 PM ----------

Omg my stuff got posted multiple times What the hell >:(

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