Post: All MW2 GSC Files (over 1000)
01-03-2011, 08:05 PM #1
DEREKTROTTER
You're Goddamn Right
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All MW2 GSC Files


The file contains every .gsc (SP + MP)
Useful for those creating mods, or if you just want to study the code.

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Pass - NGU
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01-03-2011, 10:30 PM #20
Originally posted by aez1994 View Post
Open your xbox patch in ffviewer (not ps3 because u cant open it in ffviewer)right click on the .gsc u want(i use the airdrop.gsc) and rename then delete everything in it except for the first 3 lines and now u have a blank .gsc for u 2 put ur codes in


On my FFViewer it only shows 25 .gsc files. The main ones. All the other's are not there. Such as the Airdrop.gsc isn't there for some reason o_O :( Can I use something like airdrop.gsc? Wouldn't it change airdrops or something? Would it produce error's with airdrops in any way? I'm not good at this stuff :( I need an FFViewer that shows ALL .GSC's.
01-03-2011, 10:57 PM #21
ImTrippinHoes
Vault dweller
Originally posted by jammie01 View Post
On my FFViewer it only shows 25 .gsc files. The main ones. All the other's are not there. Such as the Airdrop.gsc isn't there for some reason o_O :( Can I use something like airdrop.gsc? Wouldn't it change airdrops or something? Would it produce error's with airdrops in any way? I'm not good at this stuff :( I need an FFViewer that shows ALL .GSC's.


is it a clean xbox patch
01-03-2011, 11:24 PM #22
Dreamcather
Call me Eddie Winky Winky
Originally posted by DEREKTROTTER View Post
All MW2 GSC Files


The file contains every .gsc (SP + MP)
Useful for those creating mods, or if you just want to study the code.

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DOWNLOAD - You must login or register to view this content.


1000?! Wut!!! Thank you Smile
01-03-2011, 11:58 PM #23
Originally posted by aez1994 View Post
is it a clean xbox patch


Nope Derek's V8 Edited. Is this a problem?
01-04-2011, 12:00 AM #24
ImTrippinHoes
Vault dweller
Originally posted by jammie01 View Post
Nope Derek's V8 Edited. Is this a problem?


the airdrop.gsc is there but elitemossy has already renamed it to mossyfunctions.gsc
01-04-2011, 12:09 AM #25
Alfa
Banned
Originally posted by DEREKTROTTER View Post
> A lot of these gsc's are from campaign, but it has every mp gsc aswell

> you cant add gsc's - only rename current ones


Imagine we could hack black ops right now, k? there are 2 cfg's in the iso's that treyarch can activate to reset you so what would happen if you renamed 2 files in the patch to over right those cfg's and leave them blank? it would then activate those blank cfg's when ever they tried to reset you... would it not?
01-04-2011, 12:18 AM #26
Originally posted by 247Yamato View Post
Try to precache them to the maps.


mm hmm ....

---------- Post added at 12:18 AM ---------- Previous post was at 12:16 AM ----------

Originally posted by Uck View Post
well the _hud_util.gsc is also in those files and its called alot in normal patch_mp gscs i think they work all.


thats different, the HUD was designed to be used, I dont know if the tank was ever fully working..

Who knows though, Im wrong sometimes Winky Winky
01-04-2011, 01:48 AM #27
Shieldsy
I <3 Feeder.
Originally posted by jammie01 View Post
Derek, How would I rename a .gsc in your V8.9 patch? I would like to add another one but I don't know how to. Please explain how I'd do it.


You go in ff viewer and right click and choose rename.

In Derek's edits the airdrop.gsc has already been changed to MossyFunctions.

If you want a clean xbox patch, I have uploaded one especially for you below Smile

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Thanks very much Derek Smile
01-04-2011, 09:33 AM #28
247Yamato
< ^ > < ^ >
Originally posted by Homer


thats different, the HUD was designed to be used, I dont know if the tank was ever fully working..

Who knows though, Im wrong sometimes Winky Winky


There is also this on the game files, not only _tank.gsc. This is tanker.gsc, the second is t72.gsc

    #include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "tanker", model, type );
build_localinit( ::init_local );
build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
build_treadfx();
build_life( 999, 500, 1500 );
build_drive( %tanker_truck_driving_idle_forward, %tanker_truck_driving_idle_backward, 10 );

build_team( "allies" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_compassicon( "", false );


}

init_local()
{
}

set_vehicle_anims( positions )
{
return positions;
}


#using_animtree( "generic_human" );

setanims()
{
positions = [];

for ( i = 0;i < 1;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].sittag = "tag_driver";
positions[ 0 ].idle = %luxurysedan_driver_idle;

return positions;
}



    #include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "t72", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_t72_tank", "vehicle_t72_tank_d_body", 3.7 );
build_deathmodel( "vehicle_t72_tank_low", "vehicle_t72_tank_d_body", 3.7 );
build_deathmodel( "vehicle_t72_tank_woodland", "vehicle_t72_tank_d_woodland_body", 3.7 );
build_deathmodel( "vehicle_t72_tank_woodland_low", "vehicle_t72_tank_d_woodland_body", 3.7 );
build_shoot_shock( "tankblast" );
build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
// build_deathfx( <type> , <effect> , <tag> , <sound> , <bEffectLooping> <delay> , <bSoundlooping> , <waitDelay> , <stayontag> , <notifyString> )"
// build_deathfx( "explosions/grenadeexp_default", "tag_engine_left", "explo_metal_rand", undefined, undefined, undefined, 0 );
// build_deathfx( "fire/firelp_large_pm", "tag_engine_left", undefined, undefined, undefined, undefined, 0 );
// build_deathfx( "explosions/tank_ammo_breach", "tag_deathfx", undefined, undefined, undefined, undefined, 0 );
build_deathfx( "explosions/vehicle_explosion_t72", "tag_deathfx", "exp_armor_vehicle", undefined, undefined, undefined, 0 );
build_deathfx( "fire/firelp_large_pm", "tag_deathfx", "fire_metal_medium", undefined, undefined, true, 0 );


build_turret( "t72_turret2", "tag_turret2", "vehicle_t72_tank_pkt_coaxial_mg" );
build_treadfx();
build_life( 999, 500, 1500 );
build_rumble( "tank_rumble", 0.15, 4.5, 600, 1, 1 );
build_team( "allies" );
build_mainturret();
build_frontarmor( .33 );// regens this much of the damage from attacks to the front
build_compassicon( "tank", false );

}

init_local()
{
}

set_vehicle_anims( positions )
{
return positions;
}


#using_animtree( "generic_human" );

setanims()
{
positions = [];
for ( i = 0;i < 11;i++ )
positions[ i ] = spawnstruct();

positions[ 0 ].getout_delete = true;


return positions;
}




/*QUAKED script_vehicle_t72_tank (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER

put this in your GSC:
maps\_t72::main( "vehicle_t72_tank" );

and these lines in your CSV:
include,vehicle_t72_tank_t72
sound,vehicle_t72,vehicle_standard,all_sp
sound,vehicle_armor_exp,vehicle_standard,all_sp


defaultmdl="vehicle_t72_tank"
default:"vehicletype" "t72"
default:"script_team" "allies"
*/

/*QUAKED script_vehicle_t72_tank_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER

put this in your GSC:
maps\_t72::main( "vehicle_t72_tank_low" );

and these lines in your CSV:
include,vehicle_t72_tank_low_t72
sound,vehicle_t72,vehicle_standard,all_sp
sound,vehicle_armor_exp,vehicle_standard,all_sp


defaultmdl="vehicle_t72_tank_low"
default:"vehicletype" "t72"
default:"script_team" "allies"
*/

/*QUAKED script_vehicle_t72_tank_woodland (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER

put this in your GSC:
maps\_t72::main( "vehicle_t72_tank_woodland" );

and these lines in your CSV:
include,vehicle_t72_tank_woodland_t72
sound,vehicle_t72,vehicle_standard,all_sp
sound,vehicle_armor_exp,vehicle_standard,all_sp


defaultmdl="vehicle_t72_tank_woodland"
default:"vehicletype" "t72"
default:"script_team" "allies"
*/

/*QUAKED script_vehicle_t72_tank_woodland_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER

put this in your GSC:
maps\_t72::main( "vehicle_t72_tank_woodland_low" );

and these lines in your CSV:
include,vehicle_t72_tank_woodland_low
sound,vehicle_t72,vehicle_standard,all_sp
sound,vehicle_armor_exp,vehicle_standard,all_sp


defaultmdl="vehicle_t72_tank_woodland_low"
default:"vehicletype" "t72"
default:"script_team" "allies"
*/

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