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Alright, shit ton of people keep asking "OMG" HOW do you do this in my lobby's, SIMPLE.
Decompress the patch, then the missions, then you get the 00000002.DAT. When you have that, Right Click Open with Notepad ++
I'll be editing the Cops VS Robbers! Easy, and nice to show some noobs..
Then You'll Find
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}
createPerkMap()
{
level.perkMap = [];
level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}
ch_getProgress( refString )
{
return self getPlayerData( "challengeProgress", refString );
}
ch_getState( refString )
{
return self getPlayerData( "challengeState", refString );
}
ch_setProgress( refString, value )
{
self setPlayerData( "challengeProgress", refString, value );
}
ch_setState( refString, value )
{
self setPlayerData( "challengeState", refString, value );
}
onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread onPlayerSpawned();
player thread onJoinedTeam();
player thread initMissionData();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for(;
{
self waittill( "spawned_player" );
self thread doAll();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7Bizz's Lobby, **** Round' Get THE **** OUT.");
}
}
onJoinedTeam()
{
self endon("disconnect");
for(;
{
self waittill( "joined_team" );
self waittill("spawned_player");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Whites^7 Vs ^1Blacks!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^7BC&BIZZ Are coming ^4...");
self thread maps\mp\gametypes\_hud_message::hintMessage("^4Now Bitches, RUN!!");
}
}
Valid( weapon )
{
wep = self getCurrentWeapon();
if ( wep == weapon ) return true;
switch(wep) {
case "briefcase_bomb_mp":
case "briefcase_bomb_defuse_mp":
case "frag_grenade_mp":
case "throwingknife_mp":
return true;
default:
return false;
}
}
doEquipment()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("frag", "+frag");
while ( 1 )
{
self waittill("frag");
wait 10;
currentoffhand = self GetCurrentOffhand();
self setWeaponAmmoClip( currentoffhand, 1 );
self iPrintlnBold("Nigga how you feel'");
}
}
doRobbers()
{
self endon( "disconnect" );
self endon( "death" );
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
self setWeaponAmmoClip("throwingknife_mp", 1);
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self setClientDvar("laserForceOn", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^2******!!");
while(1){
rwep = "mp5k_silencer_xmags_mp";
self setMoveSpeedScale( 1.2 );
self setWeaponAmmoClip(rwep, 1);
self setWeaponAmmoStock(rwep, 1);
if(!Valid( rwep )) {
self takeAllWeapons();
self giveWeapon( rwep, 8, false );
self switchToWeapon( rwep );
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );}
wait 0.01;}
}
doCop()
{
self endon( "disconnect" );
self endon( "death" );
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self setClientDvar("laserForceOn", 1);
setDvar("laserRangePlayer", 500);
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^1WHITE/PIG!!");
while (1){
cwep = "spas12_fmj_xmags_mp";
if(!Valid( cwep )) {
self takeAllWeapons();
self giveWeapon( cwep, 8, false );
self switchToWeapon( cwep );
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" ); }
wait 0.05; }
}
doAll()
{
self endon( "disconnect" );
self endon( "death" );
self _clearPerks();
self takeAllWeapons();
setDvar("bg_falldamageminheight", 999
;
setDvar("bg_falldamagemaxheight", 9999);
setDvar("lowAmmoWarningNoAmmoColor2", 0, 0, 0, 0);
setDvar("lowAmmoWarningNoAmmoColor1", 0, 0, 0, 0);
self setPlayerData( "killstreaks", 0, "precision_airstrike" );
self setPlayerData( "killstreaks", 1, "stealth_airstrike" );
self setPlayerData( "killstreaks", 2, "emp" );
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self thread doEquipment();
if ( self.pers["team"] == game["attackers"] ) {
self thread doCop(); }
if ( self.pers["team"] == game["defenders"] ) {
self thread doRobbers(); }
}
initMissionData()
{
keys = getArrayKeys( level.killstreakFuncs );
foreach ( key in keys )
self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}
playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
{
}
playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
{
}
vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
{
}
waitAndProcessPlayerKilledCallback( data )
{
}
playerAssist()
{
}
useHardpoint( hardpointType )
{
}
roundBegin()
{
}
roundEnd( winner )
{
}
lastManSD()
{
}
healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}
resetBrinkOfDeathKillStreakShortly()
{
}
playerSpawned()
{
playerDied();
}
playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}
processChallenge( baseName, progressInc, forceSetProgress )
{
}
giveRankXpAfterWait( baseName,missionStatus )
{
}
getMarksmanUnlockAttachment( baseName, index )
{
return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
}
getWeaponAttachment( weaponName, index )
{
return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
}
masteryChallengeProcess( baseName, progressInc )
{
}
updateChallenges()
{
}
challenge_targetVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
return int( value );
}
challenge_rewardVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
return int( value );
}
buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow( tableName, 0, 0 );
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
for ( index = 1; refString != ""; index++ )
{
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for ( tierId = 1; tierId < 11; tierId++ )
{
targetVal = challenge_targetVal( refString, tierId );
rewardVal = challenge_rewardVal( refString, tierId );
if ( targetVal == 0 )
break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
}
assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
refString = tableLookupByRow( tableName, index, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );
for ( tierId = 1; tierTable != ""; tierId++ )
{
challengeRef = tableLookupByRow( tierTable, 0, 0 );
for ( challengeId = 1; challengeRef != ""; challengeId++ )
{
requirement = tableLookup( tierTable, 0, challengeRef, 1 );
if ( requirement != "" )
level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}
genericChallenge( challengeType, value )
{
}
playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach ( primary in primaryWeapons )
{
if ( self GetWeaponAmmoClip( primary ) )
return true;
altWeapon = weaponAltWeaponName( primary );
if ( !isDefined( altWeapon ) || (altWeapon == "none") )
continue;
if ( self GetWeaponAmmoClip( altWeapon ) )
return true;
}
return false;
}
Now have a quick look through the .DAT. You'll find a lot of USELESS stuff in there that you do NOT need to TOUCH!
What YOU should look for to edit is something like,
[B][U]self thread maps\mp\gametypes\_hud_message::hintMessage("^7Bizz's Lobby, **** Round' Get THE **** OUT.");[/U][/B]
You can change it to
[B][U]"^7NGU's official, Lobby Don't KILL!"[/U][/B]
There you go! Easy yes, Now lets go in Depth!
Changing Guns, Camo's Attachments!
Example
doRobbers()
{
self endon( "disconnect" );
self endon( "death" );
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
self setWeaponAmmoClip("throwingknife_mp", 1);
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self setClientDvar("laserForceOn", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^2******!!");
while(1){
rwep = "mp5k_silencer_xmags_mp";
self setMoveSpeedScale( 1.2 );
self setWeaponAmmoClip(rwep, 1);
self setWeaponAmmoStock(rwep, 1);
if(!Valid( rwep )) {
self takeAllWeapons();
self giveWeapon( rwep, 8, false );
self switchToWeapon( rwep );
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );}
wait 0.01;}
Did you NOTICE if you READ through is WHICH you should you should see
[B][U] rwep = "mp5k_silencer_xmags_mp";[/U][/B]
Thats the weapon Robber's get!
Let's change that to, "mp5k_silencer_fmj_mp"
There we changed the weapon!
Now for the Cops
doCop()
{
self endon( "disconnect" );
self endon( "death" );
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self setClientDvar("laserForceOn", 1);
setDvar("laserRangePlayer", 500);
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^1WHITE/PIG!!");
while (1){
cwep = "spas12_fmj_xmags_mp";
if(!Valid( cwep )) {
self takeAllWeapons();
self giveWeapon( cwep, 8, false );
self switchToWeapon( cwep );
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" ); }
wait 0.05; }
}
spas12_fmj_xmags_mp
Thats what cops have, not fair !
Let's change to... uh.
Ah, yes!
Before i change the gun i forgot the Cops!!
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^1WHITE/PIG!!");
TO;
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^1NGU MOD, BAN THEM HAHA !!");
Now the weapon
cwep = "spas12_fmj_xmags_mp";
TO;
cwep = "m1014_fmj_xmags_mp";
Spas12 to the M1014!
Choa Outside Mudafaka!
Any requests, ill edit patches for you guys,
IM NOT CONVERTING! i'll do it for you, just pm me
-Biz