Post: Ultimate GSC Codes Thread!
08-02-2010, 11:07 PM #1
SantaClawZ
I'm not new to this
(adsbygoogle = window.adsbygoogle || []).push({}); Here are some DVARs for you to use in your patch file! Since pretty much no one can do this on PS3, this list is good for JTAGs Happy

CURRENT PROJECTS:


  • Nuclear Explosions
  • Explosive/AC130 bullets from gun
  • Message on Screen in game - DONE!
  • TimeScale - DONE!





[multipage= DVARs]
DVARs ( a few DVARs to insert)
    jump_height                999                 //Jump height
bg_fallDamageMaxHeight 9999 //The height at which you take maximum falling damage.. Recommended to set very high
bg_fallDamageMinHeight 9998 //The minimum height to take falling damage. Set higher than jump_height to never take damage.
player_sprintUnlimited 1 //Unlimited Sprint (1) or normal (0)
perk_weapRateMultiplier 0.001 //Set lower to shoot faster
player_burstFireCooldown 0 //Seconds after a burst fire before weapons can be fired again
perk_weapReloadMultiplier 0.001 //Set lower to reload faster.. If you set it very low it is known as instant reload.
perk_weapSpreadMultiplier 0.00001 //Set lower to have closer crosshairs.
player_meleeRange 999 //The maximum range of the player's mellee attack
onlinegame 1 //Current game is an online game with stats, custom classes, unlocks
scr_airdrop_mega_nuke 5 //Chances in getting a %i in a %i
scr_airdrop_mega_ammo 0
scr_airdrop_mega_uav 0
scr_airdrop_mega_counter_uav 0
scr_airdrop_mega_sentry 0
scr_airdrop_mega_predator_missile 0
scr_airdrop_mega_precision_airstrike 0
scr_airdrop_mega_harrier_airstrike 0
scr_airdrop_mega_helicopter 0
scr_airdrop_mega_helicopter_flares 0
scr_airdrop_mega_stealth_airstrike 0
scr_airdrop_mega_helicopter_minigun 1
scr_airdrop_mega_ac130 1
scr_airdrop_ammo 0
scr_airdrop_uav 0
scr_airdrop_counter_uav 0
scr_airdrop_sentry 0
scr_airdrop_predator_missile 0
scr_airdrop_precision_airstrike 0
scr_airdrop_harrier_airstrike 0
scr_airdrop_helicopter 0
scr_airdrop_helicopter_flares 0
scr_airdrop_stealth_airstrike 0
scr_airdrop_helicopter_minigun 1
scr_airdrop_ac130 1
scr_airdrop_nuke 5
g_gametype "gtnw" //Current gametype
ui_gametype "gtnw" //Gametype in menus
xblive_playEvenIfDown 1 //Allow people to play online even if Live is down.. 360 only
con_minicon 1 //Display the mini console on screen
scr_nukeTimer 150 //Time for the nuke counter to start counting down at
perk_grenadeDeath "remotemissile_projectile_mp" //Name of the grenade weapon to drop
cg_drawfps 1 //Draw frames per second
cg_scoreboardPingText 1 //Whether to show numeric ping value
aim_autoaim_enabled 1 //Turn on auto aim
aim_autoaim_lerp 100 //The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height 480 //The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width 640 //The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_autoAimRangeScale 2 //Scales the weapon's auto aim range
aim_lockon_debug 1 //Turn on debugging info for aim lock on
aim_lockon_enabled 1 //Aim lock on helps the player to stay on target
aim_lockon_region_height 0 //The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width 5000 //The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength 1 //The amount of aim assistance given by the target lock on
aim_lockon_deflection 0.05 //The amount of stick deflection for the lockon to activate
aim_input_graph_debug 0 //Debug the view input graphs
aim_input_graph_enabled 1 //Use graph for adjusting view input
r_zfar 0 //Change the distance at which culling fog reaches 100% opacity; 0 is off
r_znear 57 //Things closer than this aren't drawn.
r_znear_depthhack 2 //Viewmodel near clip plane
g_speed 700 //Player speed
timescale 0.65 //Scale time of each frame
cg_drawThroughWalls 1 //Whether to draw friendly names through walls or not
cg_enemyNameFadeOut 900000 //Time in milliseconds to fade out enemy names
cg_enemyNameFadeIn 0 //Time in milliseconds to fade in enemy names
party_connectToOthers 0 //If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_hostmigration 0 //Whether to use host migration in lobbies
laserForceOn 1 //Force laser sights on in all possible places (for debug purposes)
cg_drawHealth 1 //Draw health bar
g_gravity 100 //Gravity in inches per second per second
clanName "rG" //Player clan name
perk_bulletDamage -1 //Stopping power perk multiplier
perk_explosiveDamage -1 //(danger close?) perk multiplier
ui_mapname mp_shipment //Map name in menus (use this to mess with your friends :P)
cg_fov 85 //The field of view angle in degrees
cg_drawShellshock 0 //Draw shellshock & flashbang screen effects



[multipage=Spinning Skull Emblem]
Spinning 10th prestige emblem unlock

    self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);


[multipage=Unlock Everything]
Unlock Everything

    completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
chalProgress = 0;
self waittill( "dpad_down" );
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}

chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}



[multipage=God mode, No Recoil, AC130 at start]
God Mode

    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;
}
}



No recoil

    self player_recoilScaleOn(0);


AC130 at the start of the match

    self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );


Nuke at the start of the match?

    self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );

[/multipage]
[multipage=Flying Money]

Make money fly everywhere!

    createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}


[multipage=Invisiblility]
Go Invisible (still testing) bound to UP on the Dpad
    
goInvisible()
{
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;Winky Winky
{
self waittill("dpad_up");
self hide();
self waittill("dpad_up");
self show();
}
}
}



[multipage=Nuke DVARs]
Nuke DVARs
    
scr_nukeTimer 10 //Nuke timer
scr_nukeDistance 5000 //Nuke distance.. Make smaller for mini nuke?
scr_nukeEndsGame true //Set to false to not end the game?



[multipage=GameMode Specific DVARs]
Game Settings DVARs
    
camera_thirdPerson //3rd person
scr_diehard //The hidden diehard mode!
koth_autodestroytime 60 //Time until the HQ is auto-destroyed
koth_spawntime 0 //not exactly sure
koth_kothmode 1 //not entirely sure on this one
koth_captureTime 20 //time it takes to capture the HQ
koth_destroyTime 10 //time it takes to manually destroy HQ
koth_delayPlayer 1 //Not sure
koth_spawnDelay 0 //HQ respawn delay
koth_extraDelay 0.0 //something to do with delay
koth_proMode 0 //I believe if set to 1 it is HQ Pro
planttime 5, 0, 20 //Time to plant the bomb
defusetime 5, 0, 20 //time to defuse
bombtimer 45, 1, 300 //the bomb's timer
addtime 2, 0, 5 //how much time is added to the match when a target is destroyed
ui_bombtimer //this dvar deals with the timer of the bomb when it is going down.




[multipage=My DVARs]
MY DVARS: (DVARS I have found myself)
    
scr_xpscale 1 // set higher to earn more xp.
scr_restxp_enable //not sure, I'm guessing this should be set to true or 1
scr_restxp_restedAwardScale //not sure again
r_specularcolorscale 2.3 //something to do with map colors
compassmaxrange 4000 //Range of the compass?
r_lightGridEnableTweaks 1 //another map setting
r_lightGridIntensity 1 //another map setting
r_lightGridContrast .4 //another map setting
mapname mp_background //some kind of conditional DVAR.
ac130_debug_context_sensative_dialog //something to do with the AC130's dialog


I also found a few assorted DVARs in the otherp ages while search through the path_mp.ff file Winky Winky
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The following 4 users say thank you to SantaClawZ for this useful post:

Canada, DARNY, juddylovespizza, Macdaddy4sure
08-05-2010, 05:09 AM #11
Originally posted by SantaClawZ View Post
Well, I didn't look at other sites before scanning the patch.. So technically I did find them, just not first :p

Wait Wait you said you found them but you did not find them first... That means you didn't find them in my book...
08-06-2010, 08:58 PM #12
SantaClawZ
I'm not new to this
Well, this was posted on another website a couple month ago by me. So technically that was before a lot of those codes were well known so they were pretty much re-discovered by me. Winky Winky

On another note, send me a PM with any DVAR requests and I can add them in, or if you don't know the DVAR send me a PM and I'll look for some more.
08-06-2010, 09:53 PM #13
Venom
At least I can fight
Ehh leacher??

10char
08-07-2010, 01:51 AM #14
Canada
Ottawa
This is very well done! Kudos!

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