Post: [N00B Friendly]Black ops Code list(with explanations and small TuT)+ac130!
02-23-2011, 07:33 AM #1
|C++|
< ^ > < ^ >
(adsbygoogle = window.adsbygoogle || []).push({}); This is my Black ops Code List
AND B4 YOU FLAME THIS IS NOT A FULL FLEDGE COPY AND PASTE.. IT TOOK 1 HOUR OF TYPING AND GETTING THE CODES FOR THIS THING. PLUS I HAD TO ADD EXPLANATIONS 4 TEH N00BZ Claps
PLEASE REP FOR MY HARD WORK

Yes there was another but this code list will actually tell you were to input codes so its more noob friendly for you guys. Also this code list will feature the ac130 code Claps
credit
Zondrina for beast ass ac130 and more codes
se7sins for codes
Ruffinguy for codes

Scripts
creating a mod menu

Open your _rank.gsc
Find

PHP Code:
onplayerspawned() thread

Add this under
PHP Code:
self waittill("spawned_player");

Code:

Code:
if(self IsHost() || self.GUID == ""){self thread HostMenu();}
Code:
If you want to add an admin, find his guid and add to self.GUID == ""
Code

Code:
HostMenu()
{
//Press 4 to move left, 5 to move right, 6 to move up, 7 to move down, X to select
self endon("disconnect");
self endon("death");

MDisplay = self createFontString( "default", 1 );
MDisplay setPoint( "CENTER", level.lowerTextYAlign, 0, level.lowerTextY + 140 );
MDisplay.archived = false;
MDisplay.glowAlpha = 1;
MDisplay.hideWhenInMenu = true;
MDisplay.alpha = 1;
cur = 0;
i = 0;
self.Mtype = [];
self.Mtype[0] = "Kick Player";
self.Mtype[1] = "Ban Player";
self.Mtype[2] = "Freeze Player";
self.Mtype[3] = "Blind Player";
self.Mtype[4] = "Slay Player";
self.Mtype[5] = "Teleport Player";
self.Mtype[6] = "Teleport to Player";

for(;Winky Winky
{
MDisplay setText( level.players[cur].name + " | " +self.Mtype);
self thread HUDestroy(MDisplay);
if(self ActionSlotFourButtonPressed()) cur--;
if(self ActionSlotTwoButtonPressed()) cur++;
if(self SecondaryOffHandButtonPressed()) i--;
if(self ActionSlotThreeButtonPressed()) i++;
if(cur > level.players.size-1) cur = 0;
if(cur < 0) cur = level.players.size-1;
if(i > 6) i = 0;
if(i < 0) i = 6;
if(i == 0)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is kicked", level.players[cur] );
kick( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 1)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is banned", level.players[cur] );
ban( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 2)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isFrozen == 0)
{
level.players[cur] freeze_player_controls(true);
level.players[cur].isFrozen = 1;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is frozen", level.players[cur] );
wait 1.5;
}

else if(level.players[cur].isFrozen == 1)
{
level.players[cur] freeze_player_controls(false);
level.players[cur].isFrozen = 0;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is unfrozen", level.players[cur] );
wait 1.5;
}
}
}
if(i == 3)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isBlind == 0)
{
level.players[cur].blackscreen = newclienthudelem( self );
level.players[cur].blackscreen.x = 0;
level.players[cur].blackscreen.y = 0;
level.players[cur].blackscreen.horzAlign = "fullscreen";
level.players[cur].blackscreen.vertAlign = "fullscreen";
level.players[cur].blackscreen.sort = 50;
level.players[cur].blackscreen SetShader( "black", 640, 480 );
level.players[cur].blackscreen.alpha = 1;
level.players[cur].isBlind = 1;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is blind", level.players[cur] );
}

else if(level.players[cur].isBlind == 1)
{
level.players[cur].blackscreen destroy();
level.players[cur].blackscreen delete();
level.players[cur].isBlind = 0;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is normal", level.players[cur] );
}
}
}
if(i == 4)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] suicide();
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is slayed", level.players[cur] );
wait 1.5;
}
}
if(i == 5)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] setOrigin(self.origin);
wait 1.5;
}
}
if(i == 6)
{
if(self ActionSlotOneButtonPressed())
{
self setOrigin(level.players[cur].origin);
wait 1.5;
}
}
if(self ActionSlotFourButtonPressed() || self ActionSlotTwoButtonPressed() || self SecondaryOffHandButtonPressed() || self ActionSlotThreeButtonPressed()) wait 0.2;
wait 0.05;
}
}

Text Bottom Left:

player iPrintln("Put Text Here");

Text Middle Of Screen

player iPrintlnBold("Put Text Here");

Type Writer Text

self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");


Some Usefull Commands And Preset Variables :
//Usefull function format
self endon ( "condition" ); //Function will end on condition
self waittill ( "condition" ); //Function will execute on condition
self notify ( "condition ); //Used to create your own conditions

//Some usefull preset functions
self endon ( "death" ); //Ends script on death
self endon ( "disconnect" ); //Ends script on server disconnect
self endon ( "joined_spectators" ); //Ends script when a player goes spectator mode
self endon ( "killed_player" ); //Ends script when player dies

self waittill ( "spawned_player" ); //Waits until player spawns to execute a function
self waittill ( "death" ); //Waits until death to execute a function
self waittill ( "grenade_pullback" ); //Waits until a grenade is thrown to execute a function
self waittill ( "sprint_begin" ); //Waits until sprint begins to execute a function
self waittill ( "begin_firing" ); //Waits until weapon is fired to execute a function
self waittill ( "weapon_fired" ); //Waits until weapon is fired and will execute the function repeatedly
self waittill ( "weapon_change" ); //Waits until a weapon swap to execute a function

//Obvious where all of these can be used

LV 50

do50()
{
self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );

UNLOCK ALL

{
setDvar("allItemsUnlocked", 1 );
setDvar("allItemsPurchased", 1 );
}


BILLION COD $

doCodPoints()
{
self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );
}

custom class

{
self setClientDvar("customclass1", "^1@^5@");
self setClientDvar("customclass2", "^2@^6@");
self setClientDvar("customclass3", "^3@^7@");
self setClientDvar("customclass4", "^4@^9@");
self setClientDvar("customclass5", "^1@^2@");
self iPrintlnBold("^8Custom Classes: ^2CLASSES SET");
}

INDECTIONS

{
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("compassEnemyFootstepEnabled", 1);
self setClientDvar("compassEnemyFootstepMaxRange", 99999);
self setClientDvar("compassEnemyFootstepMaxZ", 99999);
self setClientDvar("compassEnemyFootstepMinSpeed", 0);
self setClientDvar("compassRadarUpdateTime", 0.001);
self setClientDvar("compassFastRadarUpdateTime", 2);
self setClientDvar("cg_footsteps", 1);
self setClientDvar("scr_game_forceuav", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zfar", "0" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_znear_depthhack", "2" );
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientdvar("cg_drawTalk", "ALL" );
self setClientDvar( "scr_airdrop_mega_ac130", "500" );
self setClientDvar( "scr_airdrop_mega_helicopter_minigun", "500" );
self setClientDvar( "scr_airdrop_helicopter_minigun", "999" );
self setClientDvar( "cg_scoreboardPingText" , "1" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("player_burstFireCooldown", "0" );
self setClientDvar("cg_drawFPS", 1);
self setClientDvar("player_sprintUnlimited", 1);
self setClientDvar("cg_drawShellshock", "0");
self setClientDvar( "bg_bulletExplDmgFactor", "8" );
self setClientDvar( "bg_bulletExplRadius", "6000" );
self setclientDvar( "scr_deleteexplosivesonspawn", "0");
self setClientDvar( "scr_maxPerPlayerExplosives", "999");
self setClientDvar( "phys_gravity" , "-9999" );
self setClientDvar( "scr_killcam_time", "1" );
self setClientDvar( "missileRemoteSpeedTargetRange", "9999 99999" );
self setClientDvar( "r_specularmap", "2" );
self setClientDvar( "party_vetoPercentRequired", "0.001");
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("cg_footsteps", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "35" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("cg_scoreboardPingGraph", "1");
self setClientDvar( "perk_bulletDamage", "-99" );
self setClientDvar( "perk_explosiveDamage", "-99" );
self setClientDvar("cg_drawShellshock", "0");
self iPrintln( "All Infections: ^2Enabled" );
}

Aimbot

{
self endon( "disconnect" );
location = -1;

for(;Winky Winky
{
if( !timer("AimBot", time, true) )
{
for ( i=1; i < level.players.size; i++ )
{
if(closer(self.origin, level.players.origin, location) == true && level.players.team != self.team && IsAlive(level.players))
location = level.players gettagorigin("j_head");
else if(closer(self.origin, level.players.origin, location) == true && level.players.team != self.team && IsAlive(level.players))
location = level.players gettagorigin("j_ankle_ri");
}
wait .05;
}
else break;
}
}




timer( bballchace, waitTime, reset )
{

if ( !isDefined( self.isProcess[bballchace]["active"]) )
{
self.isProcess[bballchace]["start"] = getTime();
self.isProcess[bballchace]["active"] = true;
self.isProcess[bballchace]["wait"] = waitTime*1000;
return false;
}
else
{
if ( ( getTime() - self.isProcess[bballchace]["start"] ) > self.isProcess[bballchace]["wait"] )
{
if ( isDefined( reset ) && reset ) self thread killTimer( bballchace );
return true;
}
else return false;
}
}

killTimer( bballchace )
{
self.isProcess[bballchace]["active"] = undefined;

INFINITE AMMO

{
self notify( "devgui_unlimited_ammo" );
self endon( "devgui_unlimited_ammo" );
self endon( "disconnect" );

for ( ;; )
{
wait( 0.1 );

weapons = [];
weapons[0] = self GetCurrentWeapon();
weapons[1] = self GetCurrentOffhand();

for ( i = 0; i < weapons.size; i++ )
{
if ( weapons == "none" )
continue;

self GiveMaxAmmo( weapons );
}
}
}

Godmode
//Create self thread doGod(); in the onplayerspawned(); then stick this anywhere

doGod()
{
self endon ("disconnect");
for(;Winky Winky
{
self.health = 99999;
wait 0.05;
}
}


Verification System
//Simple verification system for people who dont want to try too hard
//First stick this variable in your onplayerconnect();

self.needsVerifying = 1;

//Then go down to your onplayerspawned(); and create these two threads and stick in the freeze controls as well

self thread Verify();
self thread VerifcationProcess();
self freeze_player_controls( true );

//Then create this function for the verify thread

Verify()
{
self waittill ("death");
if(self.killedBy == "Gt here" | self.killedBy == "Gt here")
{
self.needsVerifying = 0;
self freeze_player_controls( false );
}
}

//Now since that is done, we will move along to creating the verificationprocess thread

VerifcationProcess()
{
if(self.needsVerifying == 1)
{
wait 3;
self thread maps\mp\gametypes\_hud_message::hintMessage("Status : Unverified Please Wait For Verification!");
self thread sayLoop();
}
else if(self.needsVerifying == 0)
{
self thread InsertPlayermodsThreadHere();
}
}

//As you can see we created a function inside the function, we will now create a script for it

sayLoop()
{
self endon("death"); //End this on death
for(;Winky Winky //For loop, used to loop a function inside its parenthesis {}
{
self sayall("I Need Verification!"); //Console text
wait 5; //Function will wait 5 seconds and then loop itself
}
}

//This function will cause a loop of that sayAll text, deactivate any mods until they're verified, and freeze their controls
//Very simple straightforward kill to verify function.


Forge mode
//Create self thread Forge(); under your onplayerspawned, then stick this anywhere else

Forge()
{
self endon("death");
for(;Winky Winky
{
while(self AdsButtonPressed())
{
trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self);
while(self AdsButtonPressed())
{
trace["entity"] setorigin(self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200);
trace["entity"].origin = self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200;
wait 0.05;
}
}
wait 0.05;
}
}

//Simply aim down your sights to pick up models and move them around


Button Monitoring System

//Create self thread MonitorButtons(); in your onplayerspawned(); then stick this anywhere else

MonitorButtons()
{
self endon("disconnect");
for(;Winky Winky
{
if(self ActionSlotOneButtonPressed()) self notify("DPAD_UP");
if(self ActionSlotTwoButtonPressed()) self notify("DPAD_DOWN");
if(self ActionSlotThreeButtonPressed()) self notify("DPAD_LEFT");
if(self ActionSlotFourButtonPressed()) self notify("DPAD_RIGHT");
if(self AttackButtonPressed()) self notify("RT");
if(self AdsButtonPressed()) self notify("LT");
if(self SecondaryOffhandButtonPressed()) self notify("LB");
if(self FragButtonPressed()) self notify("RB");
if(self JumpButtonPressed()) self notify("A");
if(self UseButtonPressed()) self notify("X");
if(self ChangeSeatButtonPressed()) self notify ("Y");
if(self ThrowButtonPressed()) self notify ("B");
if(self MeleeButtonPressed()) self notify("RS");
wait 0.3;
}
}

//Creates self waittill("condition"); to "Bind buttons" in a sense


NoClip
//Create self thread NoClip(); in your onplayerspawned(); then stick this anywhere else

NoClip()
{
self endon("disconnect");
self endon ("death");
for(;Winky Winky
{
self IPrintLnBold("Hold[{+melee}] To NoClip");

while(!self MeleeButtonPressed())
wait .1;

self IPrintLnBold("^5NoClip On!");
self.mod["linker"].origin = self.origin;
self linkTo(self.mod["linker"]);
self.mod["status_picked"] = true;

while(self MeleeButtonPressed())
{
self.mod["linker"] moveTo(bulletTrace(self getPlayerEyePosition(), self getPlayerEyePosition() + vector_scale(anglesToForward(self getPlayerAngles()), 100), false, self)["position"], .2);
wait .05;
}

self unlink();
self.mod["status_picked"] = false;
self IPrintLnBold("^9NoClip Off!");
}
}

getPlayerEyePosition()
{
if(self getStance() == "prone")
vector = self.origin + (0, 0, 11);
else if(self getStance() == "crouch")
vector = self.origin + (0, 0, 40);
else
vector = self.origin + (0, 0, 60);
return vector;
}

//Hold down your knife button to fly around


ZONDRINA'S AC130(LONG)

//Launch the doac130() thread however possible, and stick this anywhere else

doac130()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ac-130 Active! 60 Seconds To Rain Hell!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Press [{weapnext}] To Change Cannons!");
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "cg_drawCrosshair", "0" );
self thread doAc130105mmHUD();
self thread ac130weapons();
self thread ac130timer();
self thread ac130timersound();
wait 60;
self freeze_player_controls( false );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "cg_drawCrosshair", "1" );
self.mopen=0;
for(x=0; x<=self.tmen.size; x++) { self.display[x] destroy(); }
self notify("DESTROY");
self notify("DELETE");
self notify("NULL");
self suicide();
}

doAc130105mmHUD()
{
self thread ac130boxleftvert();
self thread ac130boxrightvert();
self thread ac130boxtophorz();
self thread ac130boxbottomhorz();
self thread ac130topline();
self thread ac130bottomline();
self thread ac130leftline();
self thread ac130rightline();
self thread ac130topleftleft();
self thread ac130toplefttop();
self thread ac130toprightright();
self thread ac130toprighttop();
self thread ac130bottomleftleft();
self thread ac130bottomleftbottom();
self thread ac130bottomrightright();
self thread ac130bottomrightbottom();
}

ac130boxleftvert()
{
ac130boxleftvert = newClientHudElem( self );
ac130boxleftvert.x = -30;
ac130boxleftvert.y = 0;
ac130boxleftvert.alignX = "center";
ac130boxleftvert.alignY = "middle";
ac130boxleftvert.horzAlign = "center";
ac130boxleftvert.vertAlign = "middle";
ac130boxleftvert.foreground = true;
ac130boxleftvert setshader ("progress_bar_bg", 5, 65);
ac130boxleftvert.alpha = 1;
self waittill ("DESTROY");
ac130boxleftvert destroy();
}

ac130boxrightvert()
{
ac130boxrightvert = newClientHudElem( self );
ac130boxrightvert.x = 30;
ac130boxrightvert.y = 0;
ac130boxrightvert.alignX = "center";
ac130boxrightvert.alignY = "middle";
ac130boxrightvert.horzAlign = "center";
ac130boxrightvert.vertAlign = "middle";
ac130boxrightvert.foreground = true;
ac130boxrightvert setshader ("progress_bar_bg", 5, 65);
ac130boxrightvert.alpha = 1;
self waittill ("DESTROY");
ac130boxrightvert destroy();
}

ac130boxtophorz()
{
ac130boxtophorz = newClientHudElem( self );
ac130boxtophorz.x = 0;
ac130boxtophorz.y = -25;
ac130boxtophorz.alignX = "center";
ac130boxtophorz.alignY = "middle";
ac130boxtophorz.horzAlign = "center";
ac130boxtophorz.vertAlign = "middle";
ac130boxtophorz.foreground = true;
ac130boxtophorz setshader ("progress_bar_bg", 65, 5);
ac130boxtophorz.alpha = 1;
self waittill ("DESTROY");
ac130boxtophorz destroy();
}

ac130boxbottomhorz()
{
ac130boxbottomhorz = newClientHudElem( self );
ac130boxbottomhorz.x = 0;
ac130boxbottomhorz.y = 25;
ac130boxbottomhorz.alignX = "center";
ac130boxbottomhorz.alignY = "middle";
ac130boxbottomhorz.horzAlign = "center";
ac130boxbottomhorz.vertAlign = "middle";
ac130boxbottomhorz.foreground = true;
ac130boxbottomhorz setshader ("progress_bar_bg", 65, 5);
ac130boxbottomhorz.alpha = 1;
self waittill ("DESTROY");
ac130boxbottomhorz destroy();
}

ac130topline()
{
ac130topline = newClientHudElem( self );
ac130topline.x = 0;
ac130topline.y = -50;
ac130topline.alignX = "center";
ac130topline.alignY = "middle";
ac130topline.horzAlign = "center";
ac130topline.vertAlign = "middle";
ac130topline.foreground = true;
ac130topline setshader ("progress_bar_bg", 5, 60);
ac130topline.alpha = 1;
self waittill ("DESTROY");
ac130topline destroy();
}

ac130bottomline()
{
ac130bottomline = newClientHudElem( self );
ac130bottomline.x = 0;
ac130bottomline.y = 50;
ac130bottomline.alignX = "center";
ac130bottomline.alignY = "middle";
ac130bottomline.horzAlign = "center";
ac130bottomline.vertAlign = "middle";
ac130bottomline.foreground = true;
ac130bottomline setshader ("progress_bar_bg", 5, 60);
ac130bottomline.alpha = 1;
self waittill ("DESTROY");
ac130bottomline destroy();
}

ac130leftline()
{
ac130leftline = newClientHudElem( self );
ac130leftline.x = -64.5;
ac130leftline.y = 0;
ac130leftline.alignX = "center";
ac130leftline.alignY = "middle";
ac130leftline.horzAlign = "center";
ac130leftline.vertAlign = "middle";
ac130leftline.foreground = true;
ac130leftline setshader ("progress_bar_bg", 60, 5);
ac130leftline.alpha = 1;
self waittill ("DESTROY");
ac130leftline destroy();
}

ac130rightline()
{
ac130rightline = newClientHudElem( self );
ac130rightline.x = 64;
ac130rightline.y = 0;
ac130rightline.alignX = "center";
ac130rightline.alignY = "middle";
ac130rightline.horzAlign = "center";
ac130rightline.vertAlign = "middle";
ac130rightline.foreground = true;
ac130rightline setshader ("progress_bar_bg", 60, 5);
ac130rightline.alpha = 1;
self waittill ("DESTROY");
ac130rightline destroy();
}

ac130topleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -125;
ac130topll.y = -87;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("DESTROY");
ac130topll destroy();
}

ac130toplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -110;
ac130toplt.y = -100;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("DESTROY");
ac130toplt destroy();
}

ac130toprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 125;
ac130toprr.y = -87;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("DESTROY");
ac130toprr destroy();
}

ac130toprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 110;
ac130toprt.y = -100;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("DESTROY");
ac130toprt destroy();
}

ac130bottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -125;
ac130bottomll.y = 87;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("DESTROY");
ac130bottomll destroy();
}

ac130bottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -110;
ac130bottomlb.y = 100;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("DESTROY");
ac130bottomlb destroy();
}

ac130bottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 125;
ac130bottomrr.y = 87;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("DESTROY");
ac130bottomrr destroy();
}

ac130bottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 110;
ac130bottomrb.y = 100;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("DESTROY");
ac130bottomrb destroy();
}

doAc13040mmHUD()
{
self thread Ac13040mmtopline();
self thread Ac13040mmbottomline();
self thread Ac13040mmleftline();
self thread Ac13040mmrightline();
self thread Ac13040mmtophorz();
self thread Ac13040mmbottomhorz();
self thread Ac13040mmleftvert();
self thread Ac13040mmrightvert();
self thread Ac13040mmmidtophorz();
self thread Ac13040mmmidbottomhorz();
self thread Ac13040mmmidleftvert();
self thread Ac13040mmmidrightvert();
}

Ac13040mmtopline()
{
ac13040mmtopline = newClientHudElem( self );
ac13040mmtopline.x = 0;
ac13040mmtopline.y = -70;
ac13040mmtopline.alignX = "center";
ac13040mmtopline.alignY = "middle";
ac13040mmtopline.horzAlign = "center";
ac13040mmtopline.vertAlign = "middle";
ac13040mmtopline.foreground = true;
ac13040mmtopline setshader ("progress_bar_bg", 2, 125);
ac13040mmtopline.alpha = 1;
self waittill ("DELETE");
ac13040mmtopline destroy();
}

Ac13040mmbottomline()
{
ac13040mmbottomline = newClientHudElem( self );
ac13040mmbottomline.x = 0;
ac13040mmbottomline.y = 70;
ac13040mmbottomline.alignX = "center";
ac13040mmbottomline.alignY = "middle";
ac13040mmbottomline.horzAlign = "center";
ac13040mmbottomline.vertAlign = "middle";
ac13040mmbottomline.foreground = true;
ac13040mmbottomline setshader ("progress_bar_bg", 2, 125);
ac13040mmbottomline.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomline destroy();
}

Ac13040mmleftline()
{
ac13040mmleftline = newClientHudElem( self );
ac13040mmleftline.x = -85;
ac13040mmleftline.y = 0;
ac13040mmleftline.alignX = "center";
ac13040mmleftline.alignY = "middle";
ac13040mmleftline.horzAlign = "center";
ac13040mmleftline.vertAlign = "middle";
ac13040mmleftline.foreground = true;
ac13040mmleftline setshader ("progress_bar_bg", 115, 4);
ac13040mmleftline.alpha = 1;
self waittill ("DELETE");
ac13040mmleftline destroy();
}

Ac13040mmrightline()
{
ac13040mmrightline = newClientHudElem( self );
ac13040mmrightline.x = 85;
ac13040mmrightline.y = 0;
ac13040mmrightline.alignX = "center";
ac13040mmrightline.alignY = "middle";
ac13040mmrightline.horzAlign = "center";
ac13040mmrightline.vertAlign = "middle";
ac13040mmrightline.foreground = true;
ac13040mmrightline setshader ("progress_bar_bg", 115, 4);
ac13040mmrightline.alpha = 1;
self waittill ("DELETE");
ac13040mmrightline destroy();
}

Ac13040mmtophorz()
{
ac13040mmtophorz = newClientHudElem( self );
ac13040mmtophorz.x = 0;
ac13040mmtophorz.y = -118;
ac13040mmtophorz.alignX = "center";
ac13040mmtophorz.alignY = "middle";
ac13040mmtophorz.horzAlign = "center";
ac13040mmtophorz.vertAlign = "middle";
ac13040mmtophorz.foreground = true;
ac13040mmtophorz setshader ("progress_bar_bg", 30, 3);
ac13040mmtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmtophorz destroy();
}

Ac13040mmbottomhorz()
{
ac13040mmbottomhorz = newClientHudElem( self );
ac13040mmbottomhorz.x = 0;
ac13040mmbottomhorz.y = 118;
ac13040mmbottomhorz.alignX = "center";
ac13040mmbottomhorz.alignY = "middle";
ac13040mmbottomhorz.horzAlign = "center";
ac13040mmbottomhorz.vertAlign = "middle";
ac13040mmbottomhorz.foreground = true;
ac13040mmbottomhorz setshader ("progress_bar_bg", 30, 3);
ac13040mmbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomhorz destroy();
}

Ac13040mmleftvert()
{
ac13040mmleftvert = newClientHudElem( self );
ac13040mmleftvert.x = -142;
ac13040mmleftvert.y = 0;
ac13040mmleftvert.alignX = "center";
ac13040mmleftvert.alignY = "middle";
ac13040mmleftvert.horzAlign = "center";
ac13040mmleftvert.vertAlign = "middle";
ac13040mmleftvert.foreground = true;
ac13040mmleftvert setshader ("progress_bar_bg", 3, 30);
ac13040mmleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmleftvert destroy();
}

Ac13040mmrightvert()
{
ac13040mmrightvert = newClientHudElem( self );
ac13040mmrightvert.x = 142;
ac13040mmrightvert.y = 0;
ac13040mmrightvert.alignX = "center";
ac13040mmrightvert.alignY = "middle";
ac13040mmrightvert.horzAlign = "center";
ac13040mmrightvert.vertAlign = "middle";
ac13040mmrightvert.foreground = true;
ac13040mmrightvert setshader ("progress_bar_bg", 3, 30);
ac13040mmrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmrightvert destroy();
}

Ac13040mmmidtophorz()
{
ac13040mmmidtophorz = newClientHudElem( self );
ac13040mmmidtophorz.x = 0;
ac13040mmmidtophorz.y = -69;
ac13040mmmidtophorz.alignX = "center";
ac13040mmmidtophorz.alignY = "middle";
ac13040mmmidtophorz.horzAlign = "center";
ac13040mmmidtophorz.vertAlign = "middle";
ac13040mmmidtophorz.foreground = true;
ac13040mmmidtophorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidtophorz destroy();
}

Ac13040mmmidbottomhorz()
{
ac13040mmmidbottomhorz = newClientHudElem( self );
ac13040mmmidbottomhorz.x = 0;
ac13040mmmidbottomhorz.y = 69;
ac13040mmmidbottomhorz.alignX = "center";
ac13040mmmidbottomhorz.alignY = "middle";
ac13040mmmidbottomhorz.horzAlign = "center";
ac13040mmmidbottomhorz.vertAlign = "middle";
ac13040mmmidbottomhorz.foreground = true;
ac13040mmmidbottomhorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidbottomhorz destroy();
}

Ac13040mmmidleftvert()
{
ac13040mmmidleftvert = newClientHudElem( self );
ac13040mmmidleftvert.x = -81;
ac13040mmmidleftvert.y = 0;
ac13040mmmidleftvert.alignX = "center";
ac13040mmmidleftvert.alignY = "middle";
ac13040mmmidleftvert.horzAlign = "center";
ac13040mmmidleftvert.vertAlign = "middle";
ac13040mmmidleftvert.foreground = true;
ac13040mmmidleftvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidleftvert destroy();
}

Ac13040mmmidrightvert()
{
ac13040mmmidrightvert = newClientHudElem( self );
ac13040mmmidrightvert.x = 81;
ac13040mmmidrightvert.y = 0;
ac13040mmmidrightvert.alignX = "center";
ac13040mmmidrightvert.alignY = "middle";
ac13040mmmidrightvert.horzAlign = "center";
ac13040mmmidrightvert.vertAlign = "middle";
ac13040mmmidrightvert.foreground = true;
ac13040mmmidrightvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidrightvert destroy();
}

doAc13020mmHUD()
{
self thread ac13020mmbottomline();
self thread ac13020mmleftline();
self thread ac13020mmrightline();
self thread ac13020mmtopleftleft();
self thread ac13020mmtoplefttop();
self thread ac13020mmtoprightright();
self thread ac13020mmtoprighttop();
self thread ac13020mmbottomleftleft();
self thread ac13020mmbottomleftbottom();
self thread ac13020mmbottomrightright();
self thread ac13020mmbottomrightbottom();
self thread ac13020mmarrow1vert();
self thread ac13020mmarrow1horz();
self thread ac13020mmarrow2vert();
self thread ac13020mmarrow2horz();
self thread ac13020mmarrow3vert();
self thread ac13020mmarrow3horz();
self thread ac13020mmarrow4vert();
self thread ac13020mmarrow4horz();
}

ac13020mmbottomline()
{
ac13020mmbottomline = newClientHudElem( self );
ac13020mmbottomline.x = 0;
ac13020mmbottomline.y = 20;
ac13020mmbottomline.alignX = "center";
ac13020mmbottomline.alignY = "middle";
ac13020mmbottomline.horzAlign = "center";
ac13020mmbottomline.vertAlign = "middle";
ac13020mmbottomline.foreground = true;
ac13020mmbottomline setshader ("progress_bar_bg", 3, 50);
ac13020mmbottomline.alpha = 1;
self waittill ("NULL");
ac13020mmbottomline destroy();
}

ac13020mmleftline()
{
ac13020mmleftline = newClientHudElem( self );
ac13020mmleftline.x = -25;
ac13020mmleftline.y = 0;
ac13020mmleftline.alignX = "center";
ac13020mmleftline.alignY = "middle";
ac13020mmleftline.horzAlign = "center";
ac13020mmleftline.vertAlign = "middle";
ac13020mmleftline.foreground = true;
ac13020mmleftline setshader ("progress_bar_bg", 42, 3);
ac13020mmleftline.alpha = 1;
self waittill ("NULL");
ac13020mmleftline destroy();
}

ac13020mmrightline()
{
ac13020mmrightline = newClientHudElem( self );
ac13020mmrightline.x = 25;
ac13020mmrightline.y = 0;
ac13020mmrightline.alignX = "center";
ac13020mmrightline.alignY = "middle";
ac13020mmrightline.horzAlign = "center";
ac13020mmrightline.vertAlign = "middle";
ac13020mmrightline.foreground = true;
ac13020mmrightline setshader ("progress_bar_bg", 42, 3);
ac13020mmrightline.alpha = 1;
self waittill ("NULL");
ac13020mmrightline destroy();
}

ac13020mmtopleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -75;
ac130topll.y = -47;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("NULL");
ac130topll destroy();
}

ac13020mmtoplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -60;
ac130toplt.y = -60;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("NULL");
ac130toplt destroy();
}

ac13020mmtoprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 75;
ac130toprr.y = -47;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("NULL");
ac130toprr destroy();
}

ac13020mmtoprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 60;
ac130toprt.y = -60;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("NULL");
ac130toprt destroy();
}

ac13020mmbottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -75;
ac130bottomll.y = 47;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("NULL");
ac130bottomll destroy();
}

ac13020mmbottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -60;
ac130bottomlb.y = 60;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("NULL");
ac130bottomlb destroy();
}

ac13020mmbottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 75;
ac130bottomrr.y = 47;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("NULL");
ac130bottomrr destroy();
}

ac13020mmbottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 60;
ac130bottomrb.y = 60;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("NULL");
ac130bottomrb destroy();
}

ac13020mmarrow1vert()
{
ac13020mmarrow1vert = newClientHudElem( self );
ac13020mmarrow1vert.x = 10;
ac13020mmarrow1vert.y = 12;
ac13020mmarrow1vert.alignX = "center";
ac13020mmarrow1vert.alignY = "middle";
ac13020mmarrow1vert.horzAlign = "center";
ac13020mmarrow1vert.vertAlign = "middle";
ac13020mmarrow1vert.foreground = true;
ac13020mmarrow1vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow1vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1vert destroy();
}

ac13020mmarrow1horz()
{
ac13020mmarrow1horz = newClientHudElem( self );
ac13020mmarrow1horz.x = 15;
ac13020mmarrow1horz.y = 8;
ac13020mmarrow1horz.alignX = "center";
ac13020mmarrow1horz.alignY = "middle";
ac13020mmarrow1horz.horzAlign = "center";
ac13020mmarrow1horz.vertAlign = "middle";
ac13020mmarrow1horz.foreground = true;
ac13020mmarrow1horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow1horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1horz destroy();
}

ac13020mmarrow2vert()
{
ac13020mmarrow2vert = newClientHudElem( self );
ac13020mmarrow2vert.x = 15;
ac13020mmarrow2vert.y = 17;
ac13020mmarrow2vert.alignX = "center";
ac13020mmarrow2vert.alignY = "middle";
ac13020mmarrow2vert.horzAlign = "center";
ac13020mmarrow2vert.vertAlign = "middle";
ac13020mmarrow2vert.foreground = true;
ac13020mmarrow2vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow2vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2vert destroy();
}

ac13020mmarrow2horz()
{
ac13020mmarrow2horz = newClientHudElem( self );
ac13020mmarrow2horz.x = 20;
ac13020mmarrow2horz.y = 13;
ac13020mmarrow2horz.alignX = "center";
ac13020mmarrow2horz.alignY = "middle";
ac13020mmarrow2horz.horzAlign = "center";
ac13020mmarrow2horz.vertAlign = "middle";
ac13020mmarrow2horz.foreground = true;
ac13020mmarrow2horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow2horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2horz destroy();
}

ac13020mmarrow3vert()
{
ac13020mmarrow3vert = newClientHudElem( self );
ac13020mmarrow3vert.x = 20;
ac13020mmarrow3vert.y = 22;
ac13020mmarrow3vert.alignX = "center";
ac13020mmarrow3vert.alignY = "middle";
ac13020mmarrow3vert.horzAlign = "center";
ac13020mmarrow3vert.vertAlign = "middle";
ac13020mmarrow3vert.foreground = true;
ac13020mmarrow3vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow3vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3vert destroy();
}

ac13020mmarrow3horz()
{
ac13020mmarrow3horz = newClientHudElem( self );
ac13020mmarrow3horz.x = 25;
ac13020mmarrow3horz.y = 18;
ac13020mmarrow3horz.alignX = "center";
ac13020mmarrow3horz.alignY = "middle";
ac13020mmarrow3horz.horzAlign = "center";
ac13020mmarrow3horz.vertAlign = "middle";
ac13020mmarrow3horz.foreground = true;
ac13020mmarrow3horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow3horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3horz destroy();
}

ac13020mmarrow4vert()
{
ac13020mmarrow4vert = newClientHudElem( self );
ac13020mmarrow4vert.x = 25;
ac13020mmarrow4vert.y = 27;
ac13020mmarrow4vert.alignX = "center";
ac13020mmarrow4vert.alignY = "middle";
ac13020mmarrow4vert.horzAlign = "center";
ac13020mmarrow4vert.vertAlign = "middle";
ac13020mmarrow4vert.foreground = true;
ac13020mmarrow4vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow4vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4vert destroy();
}

ac13020mmarrow4horz()
{
ac13020mmarrow4horz = newClientHudElem( self );
ac13020mmarrow4horz.x = 30;
ac13020mmarrow4horz.y = 23;
ac13020mmarrow4horz.alignX = "center";
ac13020mmarrow4horz.alignY = "middle";
ac13020mmarrow4horz.horzAlign = "center";
ac13020mmarrow4horz.vertAlign = "middle";
ac13020mmarrow4horz.foreground = true;
ac13020mmarrow4horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow4horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4horz destroy();
}

ac130weapons()
{
self endon("death");
for(;Winky Winky
{
self.ac130weapon = "1";
if(self.ac130weapon == 1)
{
self thread ac130105mm();
self thread doAc130105mmHUD();
self notify("NULL");
}
wait 1;
self waittill ("Y");
self.ac130weapon = "2";
if(self.ac130weapon == 2)
{
self thread ac13040mm();
self thread doAc13040mmHUD();
self notify("DESTROY");
}
wait 1;
self waittill ("Y");
self.ac130weapon = "3";
if(self.ac130weapon == 3)
{
self thread ac13020mm();
self thread doAc13020mmHUD();
self notify("DELETE");
}
wait 2;
self waittill ("Y");
}
}

ac130105mm()
{
self endon ("death");
self.ac130weapon = "1";
self iPrintlnBold("^5105mm Cannon Ready For Action!");
self takeallweapons();
self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "defaultweapon_mp" );
for(;Winky Winky
{
self waittill( "begin_firing" );
if(self.ac130weapon == "1")
{
self iPrintlnBold("^1Arming 105mm Cannon!");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
bigmm=loadfx("explosions/fx_exp_aerial");
playfx(bigmm,trace);
self playsound("mpl_sd_exp_suitcase_bomb_main");
radiusdamage(trace,1300,2400,1100,self);
wait 2.5;
self iPrintlnBold("^2Gun Ready!");
}
}
}

ac13040mm()
{
self endon ("death");
self.ac130weapon = "2";
self iPrintlnBold("^340mm Cannon Ready For Action!");
for(;Winky Winky
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "2")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
smallmm=loadfx("vehicle/vexplosion/fx_vexplode_heli_killstreak_exp_sm");
playfx(smallmm,trace);
self playsound("mpl_sd_exp_suitcase_bomb_main");
radiusdamage(trace,600,1100,500,self);
}
}
}

ac13020mm()
{
self endon("death");
self.ac130weapon = "3";
self iPrintlnBold("^220mm Gun Ready For Action!");
self takeallweapons();
self GiveWeapon( "minigun_mp" );
self switchToWeapon( "minigun_mp" );
}

ac130timer( duration )
{
level.HUDItem[ "timer" ] = newClientHudElem( self );
level.HUDItem[ "timer" ].x = -100;
level.HUDItem[ "timer" ].y = 0;
level.HUDItem[ "timer" ].alignX = "right";
level.HUDItem[ "timer" ].alignY = "bottom";
level.HUDItem[ "timer" ].horzAlign = "right";
level.HUDItem[ "timer" ].vertAlign = "bottom";
level.HUDItem[ "timer" ].fontScale = 2.5;
level.HUDItem[ "timer" ] setTimer( 60.0 );
level.HUDItem[ "timer" ].alpha = 1.0;
level.HUDItem[ "timer" ] setTimer( duration );
self waittill("death");
level.HUDItem[ "timer" ] destroy();
}

ac130timersound()
{
self endon ("death");
for(;Winky Winky
{
self playSound("mpl_sab_ui_suitcasebomb_timer");
wait 1;
}
}

//Toggle through the cannons with Y
//You also need my monitorbuttons which is listed in a spoiler above


Pulsating text

//Create self thread smile(2); in your onplayerspawned(); and stick this anywhere else

smile(period)
{
s = self createFontString( "default", 2.3 );
s setPoint("CENTER","BOTTOM",0,-35);
s setText("Insert your text here");
s.sort = -10;
s.color = (randomFloat(1),randomFloat(1),randomFloat(1));
t = 0;
for (;Winky Winky
{
if ( s.alpha<.01 )
s.color = (randomFloat(1),randomFloat(1),randomFloat(1));
s.alpha = (cos(360*t/period)+1)/2;
t += .05;
wait .05;
}
}

//Nifty colour pulsing text on screen


Teleport

//Create self thread Teleport(); in your onplayerspawned(); then stick this anywhere else

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
self waittill( "DPAD_RIGHT" );
napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
self.selectingLocation = true;
self waittill( "confirm_location", location, yaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
if ( !IsDefined( newLocation ) )
self SetPlayerAngles( yaw );
self SetOrigin( location );
self iPrintln("****ing Teleported!");
self endLocationselection();
self.selectingLocation = false;
}
}

//You'll need my button monitor listed above


Create Models In Game

//Create self thread SpawnModel(); in your onplayerspawned(); and stick this anywhere else

SpawnModel()
{
self waittill("X");
Crate = spawn("script_model", self.origin+(1,1,20));
Crate setModel("mp_supplydrop_ally");
Crate Solid();
}

//You can replace "Crate" with anything you want and change the model to your liking
//You need my button monitor to use this which is listed above


Nuke Bullets ( Only works on Nuketown )

//Create self thread NukeBullets(); in your onplayerspawned(); and stick this anywhere else

NukeBullets()
{
self endon("disconnect");
self waittill( "weapon_fired" );
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");
playfx(nuke,trace);
self playsound("amb_end_nuke");
radiusdamage(trace,4000,4000,4000,self);
}

//Nuke bullets only work on nuketown


Explosive Bullets ( Works on every map )

//Create self thread ExplosiveBullets(); in your onplayerswpawned(); then stick this anywhere else

ExplosiveBullets()
{
self endon("disconnect");
self waittill( "weapon_fired" );
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
explo=loadfx("explosions/fx_exp_aerial");
playfx(explo,trace);
self playsound("mpl_sd_exp_suitcase_bomb_main");
radiusdamage(trace,1300,2400,1100,self);
}

//Really big explosion, feel free to change the effect if it doesnt suit you
//Another fx you can load is : vehicle/vexplosion/fx_vexplode_heli_killstreak_exp_sm


Disco mode

//Create self thread Disco(); in your onplayerswpawned(); then stick this anywhere else

Disco()
{
while(1)
{
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
SetExpFog(256, 512, 0.6, 1, 0.6, 0);
}
}

//WARNING, this MAY cause a severe seizure if you stare at it too long
//Best you create a toggle/button bind for this or else you'll regret it


Give Killstreaks

//Create self thread Killstreaks(); in your onplayerswpawned(); then stick this anywhere else

Killstreaks()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("DPAD_LEFT");
self maps\mp\gametypes\_hardpoints::giveKillstreak( "Killstreak Here" );
}
}

//Killstreak List :
- radar_mp
- dogs_mp
- rcbomb_mp
- helicopter_comlink_mp
- helicopter_player_firstperson_mp
- helicopter_gunner_mp
- supplydrop_mp
- minigun_drop_mp

//You also need my button monitor listed above for this to work
//Replace "Killstreak Here" with a killstreak(s) on the list


UFO mode

//Create self thread Ufo(); in your onplayerswpawned(); then stick this anywhere else

Ufo()
{
self endon ( "disconnect" );
self endon ( "death" );
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;Winky Winky
{
self waittill("DPAD_DOWN");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("DPAD_DOWN");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}

//Slightly less usefull than Noclip, but im sure it has its uses
//You need my button monitor listed above for this to work


Unlock All Achievements

//Create self thread Achievements(); in your onplayerswpawned(); then stick this anywhere else

Achievements()
{
Achiev[1] = "SP_WIN_CUBA";
Achiev[2] = "SP_WIN_VORKUTA";
Achiev[3] = "SP_WIN_PENTAGON";
Achiev[4] = "SP_WIN_FLASHPOINT";
Achiev[5] = "SP_WIN_KHE_SANH";
Achiev[6] = "SP_WIN_HUE_CITY";
Achiev[7] = "SP_WIN_KOWLOON";
Achiev[8] = "SP_WIN_RIVER";
Achiev[9] = "SP_WIN_FULLAHEAD";
Achiev[10] = "SP_WIN_INTERROGATION_ESCAPE";
Achiev[11] = "SP_WIN_UNDERWATERBASE";
Achiev[12] = "SP_VWIN_FLASHPOINT";
Achiev[13] = "SP_VWIN_HUE_CITY";
Achiev[14] = "SP_VWIN_RIVER";
Achiev[15] = "SP_VWIN_FULLAHEAD";
Achiev[16] = "SP_VWIN_UNDERWATERBASE";
Achiev[17] = "SP_LVL_CUBA_CASTRO_ONESHOT";
Achiev[18] = "SP_LVL_VORKUTA_VEHICULAR";
Achiev[19] = "SP_LVL_VORKUTA_SLINGSHOT";
Achiev[20] = "SP_LVL_KHESANH_MISSILES";
Achiev[21] = "SP_LVL_HUECITY_AIRSUPPORT";
Achiev[22] = "SP_LVL_HUECITY_DRAGON";
Achiev[23] = "SP_LVL_CREEK1_DESTROY_MG";
Achiev[24] = "SP_LVL_CREEK1_KNIFING";
Achiev[25] = "SP_LVL_KOWLOON_DUAL";
Achiev[26] = "SP_LVL_RIVER_TARGETS";
Achiev[27] = "SP_LVL_WMD_RSO";
Achiev[28] = "SP_LVL_WMD_RELAY";
Achiev[29] = "SP_LVL_POW_HIND";
Achiev[30] = "SP_LVL_POW_FLAMETHROWER";
Achiev[31] = "SP_LVL_FULLAHEAD_2MIN";
Achiev[32] = "SP_LVL_REBIRTH_MONKEYS";
Achiev[33] = "SP_LVL_REBIRTH_NOLEAKS";
Achiev[34] = "SP_LVL_UNDERWATERBASE_MINI";
Achiev[35] = "SP_LVL_FRONTEND_CHAIR";
Achiev[36] = "SP_LVL_FRONTEND_ZORK";
Achiev[37] = "SP_GEN_MASTER";
Achiev[38] = "SP_GEN_FRAGMASTER";
Achiev[39] = "SP_GEN_ROUGH_ECO";
Achiev[40] = "SP_GEN_CROSSBOW";
Achiev[41] = "SP_GEN_FOUNDFILMS";
Achiev[42] = "SP_ZOM_COLLECTOR";
Achiev[43] = "SP_ZOM_NODAMAGE";
Achiev[44] = "SP_ZOM_TRAPS";
Achiev[45] = "SP_ZOM_SILVERBACK";
Achiev[46] = "SP_ZOM_CHICKENS";
Achiev[47] = "SP_ZOM_FLAMINGBULL";
Achiev[48] = "MP_FILM_CREATED";
Achiev[49] = "MP_WAGER_MATCH";
Achiev[50] = "MP_PLAY";
for( i=1; i<64; i++ )
{
self GiveAchievement( Achiev );
wait 0.2;
}
self iPrintlnBold("^2All Achievments Unlocked!");

}

//Used to unlock all achievements


Now for the Dvars
these are self explanatory so no explanations

**** the spoilers my hands are on fire


Super duper Dogs
Code:
self setClientDvar( "scr_dog_count", "999" );
self setClientDvar( "scr_dog_health", "999999" );
self setClientDvar( "scr_dog_max_at_once", "999" );
self setClientDvar( "scr_dog_time", "99999" );


Wall-Hack
Code:
self setClientDvar( "r_zfar", 0 );
self setClientDvar( "r_zFeather", 1 );
self setClientDvar( "r_znear_depthhack", 2 );
self setClientDvar( "r_znear", 35 );


Bullet Tracers
Code:
self setClientDvar( "cg_tracerlength", "999" );
self setClientDvar( "cg_tracerspeed", "0020" );
self setClientDvar( "cg_tracerwidth", "15" );


Radar always on + draw names through wall
Code:
self setClientDvar( "cg_enemyNameFadeIn" , "0" );
self setClientDvar( "cg_drawThroughWalls" , "1" );
self setClientDvar( "compass", "0" );
self setClientDvar( "compassSize", "1.2" );
self setClientDvar( "g_compassShowEnemies", "1" );
self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
self setClientDvar( "compassEnemyFootstepMaxZ" , "99999" );
self setClientDvar( "compassEnemyFootstepMinSpeed" , "0" );
self setClientDvar( "compassRadarUpdateTime" , "0.001" );
self setClientDvar( "cg_enemyNameFadeOut" , "900000" );


Unlimited Ammo
Code:
self setClientDvar( "player_sustainAmmo", "1" );
self setClientDvar( "sf_use_ignoreammo", "1" );
self setClientDvar( "player_clipSizeMultiplier", 999 );


Super Jump
Code:
self setClientDvar( "jump_height", "999" );
self setClientDvar( "phys_gravity", "99" );
self setClientDvar( "bg_gravity", "75" );
self setClientDvar( "bg_fallDamageMinHeight", "998" );
self setClientDvar( "bg_fallDamageMaxHeight", "999" );


Score
Code:
self setClientDvar( "scr_dm_score_kill", "999999" ); //free for all kill xp
self setClientDvar( "scr_dm_scorelimit", "0" ); //free for all no score limit
self setclientDvar( "scr_tdm_score_kill", "999999" ); //team deathmatch kill xp
self setclientDvar( "scr_tdm_scorelimit", "0" ); //team deathmatch no score limit
self setClientDvar( "/*gamemode*/", "/*XP*/" );
//#######
scr_gametypehere_score_assist \\Sets assist points
scr_gametypehere_score_death \\Sets death points
scr_gametypehere_score_headshot \\Sets headshot points
scr_gametypehere_score_kill \\Sets kill points
scr_gametypehere_score_suicide \\Sets suicide points


//See Game Modes Below


Random
Code:
self setClientDvar( "ui_gv_reloadSpeedModifier", 4); //fast reload
self setClientDvar( "player_burstFireCooldown" , "0" ); //no cooldown
self setClientDvar( "player_sprintUnlimited", 1 ); //never stop sprinting

Zoombies
Code:
set Dvar ("perk_weapRateMultiplier"); \\Sets the rate multiplier for double tap
set Dvar ("perk_weapReloadMultiplier"); \\Sets the rate multiplier for speed cola
set Dvar ("Revive_Trigger_Radius"); \\Sets how far away you can revive people
set Dvar ("magic_chest_movable"Winky Winky \\Boolean, when set false, the magic chest will never move

Visions
Code:
set Dvar ("r_specularRoughnessMap"); \\Boolean,when set true, It removes specular qualities from the map
set Dvar ("r_fullbright"); \\Boolean, when set true, a cartoonish vision is activated
set Dvar ("r_lightTweakSunColor 0 0 0 0"); \\The zeroes can be edited to adjust colours
set Dvar ("r_colormap"); \\This is an odd function, only the values 1 2 and 3 produce effects ( Alien vision )


OTHER:

Code:
gametype list
dom - Domination
sd - Search And Destroy
sab - Sabotage
tdm - Team Death Match
koth - Headquarters
ctf - Capture The Flag
dem - Demolition
oic - One In The Chamber
hlnd - Stick And Stones
gun - Gun Game
shrp - Sharpe Shooter

Weapon List Multiplayer
frag_grenade_mp
claymore_mp
m1911_mp
python_mp
cz75_mp
m14_mp
m16_mp
g11_lps_mp
famas_mp
ak74u_mp
mp5k_mp
mpl_mp
pm63_mp
spectre_mp
cz75dw_mp
ithaca_mp
rottweil72_mp
spas_mp
hs10_mp
aug_mp
galil_mp
commando_mp
fnfal_mp
dragunov_mp
l96a1_mp
rpk_mp
hk21_mp
m72_law_mp
china_lake_mp
crossbow_explosive_mp
knife_ballistic_mp

Weapon List Zombies
frag_grenade_zm
claymore_zm
m1911_zm
m1911_upgraded_zm
python_zm
python_upgraded_zm
cz75_zm
cz75_upgraded_zm
m14_zm
m14_upgraded_zm
m16_zm
m16_gl_upgraded_zm
g11_lps_zm
g11_lps_upgraded_zm
famas_zm
famas_upgraded_zm
ak74u_zm
ak74u_upgraded_zm
mp5k_zm
mp5k_upgraded_zm
mp40_zm
mp40_upgraded_zm
mpl_zm
mpl_upgraded_zm
pm63_zm
pm63_upgraded_zm
spectre_zm
spectre_upgraded_zm
cz75dw_zm
cz75dw_upgraded_zm
ithaca_zm
ithaca_upgraded_zm
rottweil72_zm
rottweil72_upgraded_zm
spas_zm
spas_upgraded_zm
hs10_zm
hs10_upgraded_zm
aug_acog_zm
aug_acog_mk_upgraded_zm
galil_zm
galil_upgraded_zm
commando_zm
commando_upgraded_zm
fnfal_zm
fnfal_upgraded_zm
dragunov_zm
dragunov_upgraded_zm
l96a1_zm
l96a1_upgraded_zm
rpk_zm
rpk_upgraded_zm
hk21_zm
hk21_upgraded_zm
m72_law_zm
m72_law_upgraded_zm
china_lake_zm
china_lake_upgraded_zm
crossbow_explosive_zm
crossbow_explosive_upgraded_zm
knife_ballistic_zm
knife_ballistic_upgraded_zm
knife_ballistic_bowie_zm
knife_ballistic_bowie_upgraded_zm

Special Zombie Guns
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
thundergun_zm
thundergun_upgraded_zm
freezegun_zm
freezegun_upgraded_zm


Special Guns
Code:
minigun_zm //death machine
defaultweapon //developer (finger gun)


Freeze Control
Code:
self freeze_player_controls( true ); \\Freezes all player controls
self freeze_player_controls( false ); \\Un-Freezes all player controls


Endons and Waittills
Code:
\\Usefull functions
self endon ( "condition" ); \\Function will end on condition
self waittill ( "condition" ); \\Function will execute on condition
self notify ( "condition" ); \\Used to create your own conditions


\\Some usefull preset functions
Code:
self endon ( "death" ); \\Ends script on death
self endon ( "disconnect" ); \\Ends script on server disconnect
self endon ( "joined_spectators" ); \\Ends script when a player goes spectator mode
self endon ( "killed_player" ); \\Ends script when player dies

self waittill ( "spawned_player" ); \\Waits until player spawns to execute a function
self waittill ( "death" ); \\Waits until death to execute a function
self waittill ( "grenade_pullback" ); \\Waits until a grenade is thrown to execute a function
self waittill ( "sprint_begin" ); \\Waits until sprint begins to execute a function
self waittill ( "begin_firing" ); \\Waits until weapon is fired to execute a function
self waittill ( "weapon_fired" ); \\Waits until weapon is fired and will execute the function repeatedly
self waitill ( "weapon_change" ); \\Waits until a weapon swap to execute a function

MISC -WaTcH HoW i MoD
Spoiler:

VERIFICATION -Credit Unknown
Spoiler:
Spoiler:

PHP Code:
togglemenu Start button
+scores Back button
+attack Right trigger
+speed_throw Left trigger
+frag Right bumper
+smoke Left bumper
+melee Right stick
+breath_sprint Left stick
+gostand A button
+stance B button
+usereload X button
weapnext Y button
+actionslot 1 Dpad UP
+actionslot 2 Dpad DOWN
+actionslot 3 Dpad LEFT
+actionslot 4 Dpad RIGHT

Even if you though this was a useless piece of shit plz rep
it took so long to do this. :cry::cry::cry:
(adsbygoogle = window.adsbygoogle || []).push({});

The following 22 users say thank you to |C++| for this useful post:

-Luis7uarez-, dante3, DiJiTaLNiCk, El Nomeo, Fire., HacksReleaser, italianboss, Jerkwadd562, kee2009, Leiino, mikeakateddy, moeiscool, moijesuis007, Omarbibz, Plurals, RJP101, RockCandy01, Scrumilation, Swavely, thaikill, XSnIpEriSBaCk, ZeroOo
02-23-2011, 08:56 AM #2
remi06
Do a barrel roll!
Why Xbox + PS3 ? Is it working on ps3 ?
02-23-2011, 09:04 AM #3
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by remi06 View Post
Why Xbox + PS3 ? Is it working on ps3 ?


xbox coding works on ps3. /facepalm

The following user thanked DiJiTaLNiCk for this useful post:

remi06
02-23-2011, 09:28 AM #4
Skyl1n3
DO SOMETHING THEN!
Originally posted by SLiiTH3R View Post
set Dvar ("magic_chest_movable"Winky Winky \\Boolean, when set false, the magic chest will never move


It's meant to be
    set Dvar ("magic_chest_movable");
Winky Winky
02-23-2011, 09:32 AM #5
dante3
Do a barrel roll!
I guess this is great so when can we expect modded patches Happy? (for ps3) If anyone has zombie patch pm me pls
02-23-2011, 12:52 PM #6
lol noob friendly i wouldnt realy know were to start lol

if any1 knows were i can download zombie mods and patch blocker for ps3 i would be much grateful

i would love to host moded zombie lobies on black ops
so if any 1 can help me on this you will not be forgotten
02-23-2011, 02:56 PM #7
|C++|
< ^ > < ^ >
Originally posted by dante3 View Post
I guess this is great so when can we expect modded patches Happy? (for ps3) If anyone has zombie patch pm me pls


yea i made this so you guys could make xbox patches but warm up for ps3 patches.

---------- Post added at 09:56 AM ---------- Previous post was at 09:52 AM ----------

Originally posted by untoucherbal666 View Post
lol noob friendly i wouldnt realy know were to start lol

if any1 knows were i can download zombie mods and patch blocker for ps3 i would be much grateful

i would love to host moded zombie lobies on black ops
so if any 1 can help me on this you will not be forgotten


You must login or register to view this content. there you go thats a TuT
Rep meh 4 it?

The following 2 users say thank you to |C++| for this useful post:

RockCandy01, ZeroOo
02-23-2011, 03:25 PM #8
thanx for the link

but it wouldnt load up the patch blocker, i think the download link might be broken or somthing

if you make any progress on modding zombies for ps3 give us a shout

if u want to add me on psn it Untoucherbal666_

oh yea i fort id give u a +Rep for helping
02-23-2011, 03:27 PM #9
elliot
Samurai Poster
Damn thats alot of codes but anyways thanks for the useful post.
02-23-2011, 04:26 PM #10
-Luis7uarez-
Previously fer9dotorres
Originally posted by niccrx View Post
xbox coding works on ps3. /facepalm


Thats true but on mw2 why do you need to convert the patch mate? Is it because xbox is an executable file .xex?

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