I was looking through the patch and noticed some cool little things people may not have known about .. So here.
Choose Third person Angle.
Well you know spectator mode on cod4 ? you can swivel the camera 360' degrees around the player model. Here's a Dvar which you can use to set the angle of that camera.
"cg_thirdPersonAngle", 356
<<This is the Degree of the angle you would like around the player.
Choose who you can hear
"cg_deadChatWithDead", "0",
"cg_deadChatWithTeam", "1",
"cg_deadHearTeamLiving", "1",
"cg_deadHearAllLiving", "0",
"cg_everyoneHearsEveryone", "0"
Headshot sound
self playSound( "bullet_impact_headshot_2" );
Some Nice functions
self giveWeapon( "Vaders_Dildo_mp" );
self giveMaxAmmo( "xYARDSALEx's_Buttplug_mp" ); :shh:
self switchToWeapon( "beretta_mp" );
self GiveWeapon( grenadeTypePrimary );
self SetWeaponAmmoClip( grenadeTypePrimary, 0 );
self SwitchToOffhand( grenadeTypePrimary );
These may be useful ^^^
I also found away to set Last stand time...
Call this :
self thread lastStandTimer( 10 );
<< Time off Struggling your balls of in last stand
These are the scripts that powers the last Stand in Cod4

have fun messing around with them

That will stop nubs using it
lastStandTimer( delay )
{
self endon( "death" );
self endon( "disconnect" );
self endon( "game_ended" );
self thread lastStandWaittillDeath();
self.lastStand = true;
self setLowerMessage( &"PLATFORM_COWARDS_WAY_OUT" );
self thread lastStandAllowSuicide();
self thread lastStandKeepOverlay();
wait delay;
self thread LastStandBleedOut();
}
LastStandBleedOut()
{
self.useLastStandParams = true;
self ensureLastStandParamsValidity();
self suicide();
}
lastStandAllowSuicide()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "game_ended" );
while(1)
{
if ( self useButtonPressed() )
{
pressStartTime = gettime();
while ( self useButtonPressed() )
{
wait .05;
if ( gettime() - pressStartTime > 700 )
break;
}
if ( gettime() - pressStartTime > 700 )
break;
}
wait .05;
}
self thread LastStandBleedOut();
}
lastStandKeepOverlay()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "game_ended" );
// keep the health overlay going by making code think the player is getting damaged
while(1)
{
self.health = 2;
wait .05;
self.health = 1;
wait .5;
}
}
lastStandWaittillDeath()
{
self endon( "disconnect" );
self waittill( "death" );
self clearLowerMessage();
self.lastStand = undefined;
}
mayDoLastStand( sWeapon, sMeansOfDeath, sHitLoc )
{
if ( sMeansOfDeath != "MOD_PISTOL_BULLET" && sMeansOfDeath != "MOD_RIFLE_BULLET" && sMeansOfDeath != "MOD_FALLING" )
return false;
if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath ) )
return false;
return true;
}
ensureLastStandParamsValidity()
{
// attacker may have become undefined if the player that killed me has disconnected
if ( !isDefined( self.lastStandParams.attacker ) )
self.lastStandParams.attacker = self;
}
Credits to Infinity Ward :carling: