Post: J&B*'s Patch code list (All made by J&B*)
01-13-2012, 03:25 AM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys i made all these scripts so i hope you like them! Ill keep updating as i make more scripts!

Nukenade v1

Britts_NukeNade()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("Nukenade Imbound");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 230, 70, self );
RadiusDamage( trace, 80, 270, 70, self );
RadiusDamage( trace, 120, 830, 70, self );
}


Nukenade v2
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
}


Nubetube mod
    
Nubetubez()
{
self setclientDvar ("g_reloading", "1");
self giveweapon ("m16_gl_mp");
self switchtoweapon ("m16_gl_mp");
self setClientDvar( "player_sustainAmmo", "1" );
self iprintln ("^2NubeTubez ^1Activated");
}


TacticalNuke
    
Britts_more_realistic_Nuke()
{
self sayall("^2NUKE INCOMMING!!");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, level.Mine.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
self setclientDvar ("r_filmtweakenable", "1");
self setclientDvar ("r_filmtweakdarktint", "1.75 1.65 1.85");
self setclientDvar ("r_filmtweaklighttint", "0.25 0.45 0.45");
self setclientDvar ("r_filmtweakdesaturation", "0");
self setclientDvar ("r_filmTweakContrast", "2.35");
self setclientDvar ("r_filmTweakBrightness", "0.28");
self setclientDvar ("r_gamma", "0.66");
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer()
{
self iprintlnBold ("^310");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^39");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^38");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^37");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^36");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^35");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^34");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^13");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^12");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^11");
self playsound("mouse_over");
}


TacticalNuke v2
    
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");


Juggernaut
    
Britts_Zombieland_Edit_Juggernaut()
{
self iPrintlnBold("^1Juggernaut ^2Bought");
self takeallweapons();
self giveWeapon("m60e4_mp");
self switchToWeapon("m60e4_mp");
self giveStartAmmo("m60e4_mp");
self setPerk("specialty_armorvest");
self showPerk( 2, "specialty_armorvest", -50 );
self thread Britts_jugg_slow_walk();
self.hitpoints+=300;

Britts_jugg_slow_walk()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}
}


Gun sounds
    
BrittsGunSoundsBing()
{
self giveweapon( "defaultweapon_mp" );
self switchToWeapon("defaultweapon_mp");
self waittill("Attack");
self playSound("mouse_over");
self thread BrittsGunSoundsBing();
}
BrittsGunSoundsLevel()
{
self giveweapon( "ak74u_mp" );
self switchToWeapon("ak74u_mp");
self waittill("Attack");
self playSound("mp_level_up");
self thread BrittsGunSoundsLevel();
}


Verifaction mod
    
Bitch_I_Stole_Yo_Admin()
{
player=level.players[self.selplay];
wait 0.01;
self thread //PUT YOUR VERIFACTION HERE
wait 0.01;
self iprintln ("If You Are In A Hacked Lobby");
wait 0.02;
self iprintln ("Press [{+frag}] or [{+actionslot1}] Twice To Open Menu");
wait 0.02;
self iprintln ("Then Use r1 And l1 To Scroll Through Mods");
wait 0.02;
self iprintln ("Then Press [{+melee}] To Exit Menu");
wait 1;
self iprintln ("[{+gostand}][{weapnext}]--^1Created By ^3J&B*--[{+gostand}][{weapnext}]");
}


Briefcase of death
    
Sorry this had a problem and i am working on getting it fixed!
Thanks INSAN3LY_D34TH for reporting the problem Winky Winky!
}
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The following user thanked Jacob-And-Britt for this useful post:

The following user groaned Jacob-And-Britt for this awful post:

Taylor
01-13-2012, 10:39 PM #20
Taylor
Former Black Knight.
Originally posted by IVI40A3Fusionz View Post
Lol it's nice that you can still have a laugh with some people on here still however sarcasm has died out over the last few weeks :\.


What The **** Is Sarcasm? :confused:
01-13-2012, 10:43 PM #21
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by xYARDSALEx View Post
What The **** Is Sarcasm? :confused:


it's a harsh or bitter derision or irony or can be referred as a sharply ironical taunt; sneering or cutting remark: a review full of sarcasms.

Like if i said to you:

Taylor or a shit coder just give up :carling: < i'm using sarcasm if you can tell Winky Winky.

EDIT: Like i said that to half the people on this site now they will go mental and have a massive hissy fit about it XD.
01-14-2012, 12:55 AM #22
Taylor
Former Black Knight.
Originally posted by IVI40A3Fusionz View Post
it's a harsh or bitter derision or irony or can be referred as a sharply ironical taunt; sneering or cutting remark: a review full of sarcasms.

Like if i said to you:

Taylor or a shit coder just give up :carling: < i'm using sarcasm if you can tell Winky Winky.

EDIT: Like i said that to half the people on this site now they will go mental and have a massive hissy fit about it XD.


I Know Ryan :P I Was Using Sarcasm When I Said That, LMAO ......dumbass....
01-16-2012, 01:20 AM #23
Choco
Respect my authoritah!!
Originally posted by jbglitching View Post
Hey guys i made all these scripts so i hope you like them! Ill keep updating as i make more scripts!

Nukenade v1

Britts_NukeNade()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("Nukenade Imbound");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 230, 70, self );
RadiusDamage( trace, 80, 270, 70, self );
RadiusDamage( trace, 120, 830, 70, self );
}


Nukenade v2
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
}


Nubetube mod
    
Nubetubez()
{
self setclientDvar ("g_reloading", "1");
self giveweapon ("m16_gl_mp");
self switchtoweapon ("m16_gl_mp");
self setClientDvar( "player_sustainAmmo", "1" );
self iprintln ("^2NubeTubez ^1Activated");
}


TacticalNuke
    
Britts_more_realistic_Nuke()
{
self sayall("^2NUKE INCOMMING!!");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, level.Mine.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
self setclientDvar ("r_filmtweakenable", "1");
self setclientDvar ("r_filmtweakdarktint", "1.75 1.65 1.85");
self setclientDvar ("r_filmtweaklighttint", "0.25 0.45 0.45");
self setclientDvar ("r_filmtweakdesaturation", "0");
self setclientDvar ("r_filmTweakContrast", "2.35");
self setclientDvar ("r_filmTweakBrightness", "0.28");
self setclientDvar ("r_gamma", "0.66");
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer()
{
self iprintlnBold ("^310");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^39");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^38");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^37");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^36");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^35");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^34");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^13");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^12");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^11");
self playsound("mouse_over");
}


TacticalNuke v2
    
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");


Juggernaut
    
Britts_Zombieland_Edit_Juggernaut()
{
self iPrintlnBold("^1Juggernaut ^2Bought");
self takeallweapons();
self giveWeapon("m60e4_mp");
self switchToWeapon("m60e4_mp");
self giveStartAmmo("m60e4_mp");
self setPerk("specialty_armorvest");
self showPerk( 2, "specialty_armorvest", -50 );
self thread Britts_jugg_slow_walk();
self.hitpoints+=300;

Britts_jugg_slow_walk()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}
}


Gun sounds
    
BrittsGunSoundsBing()
{
self giveweapon( "defaultweapon_mp" );
self switchToWeapon("defaultweapon_mp");
self waittill("Attack");
self playSound("mouse_over");
self thread BrittsGunSoundsBing();
}
BrittsGunSoundsLevel()
{
self giveweapon( "ak74u_mp" );
self switchToWeapon("ak74u_mp");
self waittill("Attack");
self playSound("mp_level_up");
self thread BrittsGunSoundsLevel();
}


Verifaction mod
    
Bitch_I_Stole_Yo_Admin()
{
player=level.players[self.selplay];
wait 0.01;
self thread //PUT YOUR VERIFACTION HERE
wait 0.01;
self iprintln ("If You Are In A Hacked Lobby");
wait 0.02;
self iprintln ("Press [{+frag}] or [{+actionslot1}] Twice To Open Menu");
wait 0.02;
self iprintln ("Then Use r1 And l1 To Scroll Through Mods");
wait 0.02;
self iprintln ("Then Press [{+melee}] To Exit Menu");
wait 1;
self iprintln ("[{+gostand}][{weapnext}]--^1Created By ^3J&B*--[{+gostand}][{weapnext}]");
}


Briefcase of death
    
Sorry this had a problem and i am working on getting it fixed!
Thanks INSAN3LY_D34TH for reporting the problem Winky Winky!
}


Sooo you basically took all your useless shit, piled it up into one thread, and reposted? :dumb: Please stop ruining this section...

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

Woof, Correy, INSAN3LY_D34TH

The following user groaned Choco for this awful post:

Jacob-And-Britt
01-16-2012, 01:28 AM #24
Jacob-And-Britt
I’m too L33T
Originally posted by .Choco View Post
Sooo you basically took all your useless shit, piled it up into one thread, and reposted? :dumb: Please stop ruining this section...
Please stay in the black ops section oh.. theres no need to becouse you can't hack it Not Happy or Sad!
01-16-2012, 01:32 AM #25
Choco
Respect my authoritah!!
Originally posted by jbglitching View Post
Please stay in the black ops section oh.. theres no need to becouse you can't hack it Not Happy or Sad!


Holy **** you're retarded. You know SHIT about modding on ANY game. I just posted a ****ing mod menu for Black Ops yesterday and I don't know how to hack it?? I've made 2 COD4 patches and both beat the **** out of yours because they actually work like they're supposed to. You need to just stop pretending you know what you're doing because YOU ****ING DON'T. You write the shittiest scripts I've ever seen and they don't work 99% of the ****ing time. They're not even good ideas! Noobtube mod? Briefcase of death? Who the hell wants your useless shit on this site? Just get the **** out and don't come back until you know what the hell you're doing...

The following 2 users say thank you to Choco for this useful post:

INSAN3LY_D34TH, xRaW
01-16-2012, 09:13 AM #26
Correy
I'm the Original
Originally posted by D34TH View Post
lmao the briefcase of death gives a bomb then takes a second later. it doesnt even hurt/kill the player


    
Dah()
{
self GiveWeapon( "briefcase_bomb_mp" );
wait .01;
self SwitchToWeapon( "briefcase_bomb_mp" );
wait 1;
self Suicide();
self iPrintln( "lol" );
}

The following 2 users say thank you to Correy for this useful post:

INSAN3LY_D34TH,
01-16-2012, 03:57 PM #27
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Correy View Post
    
Dah()
{
self GiveWeapon( "briefcase_bomb_mp" );
wait .01;
self SwitchToWeapon( "briefcase_bomb_mp" );
wait 1;
self Suicide();
self iPrintln( "lol" );
}


i bet he posts this on the thread as his

The following user thanked INSAN3LY_D34TH for this useful post:

Correy
01-16-2012, 06:35 PM #28
xRaW
xI2aW-
Originally posted by Correy View Post
    
Dah()
{
self GiveWeapon( "briefcase_bomb_mp" );
wait .01;
self SwitchToWeapon( "briefcase_bomb_mp" );
wait 1;
self Suicide();
self iPrintln( "lol" );
}

LOL and he couldnt even do that? what a fail i bet that took like 20 secs. simple simple simple yet he still failed :lol: sorry J&B but some of the people are right about you in this section. You have made a few 1 or 2 good releases the rest have been shit. Keep your simple scripts to yourself because your clumping up this section with posts yes its something but it is ruining the section whether you know it or not it is. Like i said your simple scripts do not need to be released and is not wanted by the users in this section. its simple easy and just pointless. e.g. my simple scripts inthe W@W section i have not released. i only released 1 script well series of scripts to help people put a player prestige menu together. Just leave simple stuff out this section! Sorry for a lifestory.

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