Post: Black Ops Patch Codes thread
08-26-2011, 05:11 PM #1
Pedo Leader
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Heres a list of Codes for Black Ops Patches ( Like you used for MW2 ) I don't have every code but, some of the general codes

For some codes you'll
    
Self thread doWhatever();

Main Codes here


The self thread doWhatever(); is what you need to have in your onplayerspawn

Set Prestige
Replace prestige with 15 ( or any other prestige number 1-15 )
    
self maps\mp\gametypes\_persistence::statSet( "plevel", prestige, false );


Set XP
Replace XP with 12345 ( or any other number , don't go overboard... , Level 50 is 1262500 )
    
self maps\mp\gametypes\_persistence::statSet( "rankxp", xp, false );


Set Code Points
Replace CP with 500,000 ( or any other number , don't go overboard )
    
self maps\mp\gametypes\_persistence::statSet( "codpoints", cp, false );


At this point you should understand how to edit the code so i'm not explaining it any more.

Set Time Played
    
self maps\mp\gametypes\_persistence::statSet( "time_played_total", seconds, false );


Set Kills
    
self maps\mp\gametypes\_persistence::statSet( "kills", kills, false );


Set Deaths
    
self maps\mp\gametypes\_persistence::statSet( "deaths", deaths, false );


Set Headshots
    
self maps\mp\gametypes\_persistence::statSet( "headshots", headshots, false );


Set Hits
    
self maps\mp\gametypes\_persistence::statSet( "hits", bullet hit, false);


Set Misses
    
self maps\mp\gametypes\_persistence::statSet( "misses", bullet miss, false);


Set Accuracy
    
self maps\mp\gametypes\_persistence::statSet( "accuracy", accuracy or KD, false);


Edit Custom Classes
    
level.classMap["custom1"] = "CLASS_CUSTOM1";
level.classMap["custom2"] = "CLASS_CUSTOM2";
level.classMap["custom3"] = "CLASS_CUSTOM3";
level.classMap["custom4"] = "CLASS_CUSTOM4";
level.classMap["custom5"] = "CLASS_CUSTOM5";

level.classMap["prestige1"] = "CLASS_CUSTOM6";
level.classMap["prestige2"] = "CLASS_CUSTOM7";
level.classMap["prestige3"] = "CLASS_CUSTOM8";
level.classMap["prestige4"] = "CLASS_CUSTOM9";
level.classMap["prestige5"] = "CLASS_CUSTOM10";


I'm not sure if this works but, a example of using this may be...

    
self thread doClasses();

doClasses()
{
level.classMap["custom1"] = "CLASS_CUSTOM1";
level.classMap["custom2"] = "CLASS_CUSTOM2";
level.classMap["custom3"] = "CLASS_CUSTOM3";
level.classMap["custom4"] = "CLASS_CUSTOM4";
level.classMap["custom5"] = "CLASS_CUSTOM5";
level.classMap["prestige1"] = "CLASS_CUSTOM6";
level.classMap["prestige2"] = "CLASS_CUSTOM7";
level.classMap["prestige3"] = "CLASS_CUSTOM8";
level.classMap["prestige4"] = "CLASS_CUSTOM9";
level.classMap["prestige5"] = "CLASS_CUSTOM10";
}


Give Weapon
Replace weaponname_modeltype with a weapon code from below
    
self giveWeapon( "weaponname_modetype" );
self switchToWeapon( "weaponname_modetype" );
self setSpawnWeapon( "weaponname_modetype" );


Weapons list for Multiplayer & Zombies Below

Weapons 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


Weapons list ( Kino )
    
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
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
thundergun_zm
thundergun_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


Weapons list ( Five )
    
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
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
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
freezegun_zm
freezegun_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



Freeze Player
    
self freeze_player_controls( true );


Unfreeze Player
    
self freeze_player_controls( false );


God Mode[/code]
    
self thread doGod();

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}


Create a 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 that freeze controls

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 == level.hostname || 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
}
}


Teleportation Code
    
self thread doTeleport();

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky {
self waittill( "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;
}


Noclip
Press DPAD to enable then RB to move forward
    
noclip()
{
self endon("death");
if(isdefined(self.newufo))
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
for(self.UfoOn=0;Winky Winky
{
if(self actionslotonebuttonpressed())
{
self.UfoOn = !self.UfoOn;
self.newufo.origin = self.origin;
self linkto(self.newufo);
self Enableinvulnerability();
if(!self.UfoOn)
{
self unlink();
self DisableInvulnerability();
}
wait 0.5;
}
if(self.UfoOn && self fragbuttonpressed())
self.newufo.origin+=anglestoforward(self getPlayerAngles())*30;
wait 0.05;
}
}


Nuke Bullets
    
Thread self thread nukegun();


nukegun()
{

self endon("disconnect");
for(;Winky Winky
{
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,1000,2000,900,self);
}
}


UFO Mode
    
self thread doUfo();

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


Unlimited Black Birds
    
for(;Winky Winky
{
maps\mp\_radar::setTeamSatelliteWrapper(self.pers["team"], 1);
wait 30;
}


Killfeed Text
    
self iPrintln("Text Here");


Bold Text ( Center Screen )
    
self iPrintlnBold("Put Text Here");


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


Custom Text ( Changeable location )
    
variablenamehere = self createFontString( "Font type", size ); //Creates the string
variablenamehere setPoint( "Position", "Position", x, y ); //Sets string position
variablenamehere setText("Text here"); //Sets the text for the string
Positions :
- LEFT
- RIGHT
- TOP
- CENTER
- BOTTOM

Font Types :
- Default
- Objective
- Bigfixed
- Hudbig


Color Codes for Text
    
^0 = Black
^1 = Red
^2 = Green
^3 = Yellow
^4 = Navy Blue
^5 = Cyan
^6 = Pink
^7 = White
^8 = Varying Colour Depending On The Map
^9 = Grey


I made this thread I didn't make the Codes

Credits;
Black Reaper ( Creating Thread )
All the Black Ops Coders
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The following user thanked Pedo Leader for this useful post:

Rainbow Gravity
08-30-2011, 01:53 PM #2
imight
Save Point
Hello,

I'm novice about "hack", but if we have the code for patch of Black Ops, it means, the challeng lobbies are possible on XBOX360 ( in patch 1.12 ) ?
08-30-2011, 03:20 PM #3
iNomXp
Banned
Originally posted by Pedo
Heres a list of Codes for Black Ops Patches ( Like you used for MW2 ) I don't have every code but, some of the general codes

For some codes you'll
    
Self thread doWhatever();

Main Codes here


The self thread doWhatever(); is what you need to have in your onplayerspawn

Set Prestige
Replace prestige with 15 ( or any other prestige number 1-15 )
    
self maps\mp\gametypes\_persistence::statSet( "plevel", prestige, false );


Set XP
Replace XP with 12345 ( or any other number , don't go overboard... , Level 50 is 1262500 )
    
self maps\mp\gametypes\_persistence::statSet( "rankxp", xp, false );


Set Code Points
Replace CP with 500,000 ( or any other number , don't go overboard )
    
self maps\mp\gametypes\_persistence::statSet( "codpoints", cp, false );


At this point you should understand how to edit the code so i'm not explaining it any more.

Set Time Played
    
self maps\mp\gametypes\_persistence::statSet( "time_played_total", seconds, false );


Set Kills
    
self maps\mp\gametypes\_persistence::statSet( "kills", kills, false );


Set Deaths
    
self maps\mp\gametypes\_persistence::statSet( "deaths", deaths, false );


Set Headshots
    
self maps\mp\gametypes\_persistence::statSet( "headshots", headshots, false );


Set Hits
    
self maps\mp\gametypes\_persistence::statSet( "hits", bullet hit, false);


Set Misses
    
self maps\mp\gametypes\_persistence::statSet( "misses", bullet miss, false);


Set Accuracy
    
self maps\mp\gametypes\_persistence::statSet( "accuracy", accuracy or KD, false);


Edit Custom Classes
    
level.classMap["custom1"] = "CLASS_CUSTOM1";
level.classMap["custom2"] = "CLASS_CUSTOM2";
level.classMap["custom3"] = "CLASS_CUSTOM3";
level.classMap["custom4"] = "CLASS_CUSTOM4";
level.classMap["custom5"] = "CLASS_CUSTOM5";

level.classMap["prestige1"] = "CLASS_CUSTOM6";
level.classMap["prestige2"] = "CLASS_CUSTOM7";
level.classMap["prestige3"] = "CLASS_CUSTOM8";
level.classMap["prestige4"] = "CLASS_CUSTOM9";
level.classMap["prestige5"] = "CLASS_CUSTOM10";


I'm not sure if this works but, a example of using this may be...

    
self thread doClasses();

doClasses()
{
level.classMap["custom1"] = "CLASS_CUSTOM1";
level.classMap["custom2"] = "CLASS_CUSTOM2";
level.classMap["custom3"] = "CLASS_CUSTOM3";
level.classMap["custom4"] = "CLASS_CUSTOM4";
level.classMap["custom5"] = "CLASS_CUSTOM5";
level.classMap["prestige1"] = "CLASS_CUSTOM6";
level.classMap["prestige2"] = "CLASS_CUSTOM7";
level.classMap["prestige3"] = "CLASS_CUSTOM8";
level.classMap["prestige4"] = "CLASS_CUSTOM9";
level.classMap["prestige5"] = "CLASS_CUSTOM10";
}


Give Weapon
Replace weaponname_modeltype with a weapon code from below
    
self giveWeapon( "weaponname_modetype" );
self switchToWeapon( "weaponname_modetype" );
self setSpawnWeapon( "weaponname_modetype" );


Weapons list for Multiplayer & Zombies Below

Weapons 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


Weapons list ( Kino )
    
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
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
thundergun_zm
thundergun_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


Weapons list ( Five )
    
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
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
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
freezegun_zm
freezegun_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



Freeze Player
    
self freeze_player_controls( true );


Unfreeze Player
    
self freeze_player_controls( false );


God Mode[/code]
    
self thread doGod();

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}


Create a 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 that freeze controls

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 == level.hostname || 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
}
}


Teleportation Code
    
self thread doTeleport();

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky {
self waittill( "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;
}


Noclip
Press DPAD to enable then RB to move forward
    
noclip()
{
self endon("death");
if(isdefined(self.newufo))
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
for(self.UfoOn=0;Winky Winky
{
if(self actionslotonebuttonpressed())
{
self.UfoOn = !self.UfoOn;
self.newufo.origin = self.origin;
self linkto(self.newufo);
self Enableinvulnerability();
if(!self.UfoOn)
{
self unlink();
self DisableInvulnerability();
}
wait 0.5;
}
if(self.UfoOn && self fragbuttonpressed())
self.newufo.origin+=anglestoforward(self getPlayerAngles())*30;
wait 0.05;
}
}


Nuke Bullets
    
Thread self thread nukegun();


nukegun()
{

self endon("disconnect");
for(;Winky Winky
{
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,1000,2000,900,self);
}
}


UFO Mode
    
self thread doUfo();

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


Unlimited Black Birds
    
for(;Winky Winky
{
maps\mp\_radar::setTeamSatelliteWrapper(self.pers["team"], 1);
wait 30;
}


Killfeed Text
    
self iPrintln("Text Here");


Bold Text ( Center Screen )
    
self iPrintlnBold("Put Text Here");


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


Custom Text ( Changeable location )
    
variablenamehere = self createFontString( "Font type", size ); //Creates the string
variablenamehere setPoint( "Position", "Position", x, y ); //Sets string position
variablenamehere setText("Text here"); //Sets the text for the string
Positions :
- LEFT
- RIGHT
- TOP
- CENTER
- BOTTOM

Font Types :
- Default
- Objective
- Bigfixed
- Hudbig


Color Codes for Text
    
^0 = Black
^1 = Red
^2 = Green
^3 = Yellow
^4 = Navy Blue
^5 = Cyan
^6 = Pink
^7 = White
^8 = Varying Colour Depending On The Map
^9 = Grey


I made this thread I didn't make the Codes

Credits;
Black Reaper ( Creating Thread )
All the Black Ops Coders


Soo you can get level 50 10th prestige on xbox??
08-31-2011, 01:09 AM #4
MrXXPSNGAMERXx
Bounty hunter
cool so cl's more likely now?
08-31-2011, 01:15 AM #5
Choco
Respect my authoritah!!
Cool thread, and good codes, but don't include ps3 in the prefix because the fastfile hasn't been cracked yet. Hopefully soon though Winky Winky
08-31-2011, 01:42 AM #6
MrXXPSNGAMERXx
Bounty hunter
Originally posted by NGU
Cool thread, and good codes, but don't include ps3 in the prefix because the fastfile hasn't been cracked yet. Hopefully soon though Winky Winky


thats why i was getting confused! lol
08-31-2011, 09:16 AM #7
I'm hoping that when the ff gets cracked we'll be able to somehow avoid bans though
08-31-2011, 09:40 AM #8
Default Avatar
COD
Guest
IF U CAN HACK PS3 ADD ME iQuickScopeSorry

The following 2 users groaned at COD for this awful post:

dkfallen, Rainbow Gravity
08-31-2011, 10:09 AM #9
dkfallen
Little One
Originally posted by Louie1996 View Post
IF U CAN HACK PS3 ADD ME iQuickScopeSorry


No, If you acually read the posts they haven't decrypted the .ff file yet so there no hacks for ps3 until they have done so.
08-31-2011, 08:45 PM #10
Clouds
Error 404: Title Not Found
Great thread, man. I'll probably end up re-buying BlOps when the PS3 FF is cracked and start coding for that game, too :dumb:

Another thing, 10 year olds, please don't beg for CL's, because you will get NOTHING.

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