
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
)
cg_fov 85 //The field of view angle in degrees
cg_drawShellshock 0 //Draw shellshock & flashbang screen effects
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
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();
}
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;
}
}
self player_recoilScaleOn(0);
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
goInvisible()
{
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;
{
self waittill("dpad_up");
self hide();
self waittill("dpad_up");
self show();
}
}
}
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?
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.
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

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