OFF OTHER PEOPLES PATCHES 
[COLOR=Red]Advert(){
self ccTXT("Displayed Advert");
foreach (p in level.players){
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Welcome to ^4THE LOBBY[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]^1IAMSTEN's ^2V1.1 ^1Patch[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Host : ^1IAMSTEN[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Co-Host : ^1Whoever[/COLOR][COLOR=Red]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Co-Host : ^1[COLOR=Blue]Whoever[/COLOR][/COLOR][COLOR=Red] [COLOR=Blue]#2[/COLOR]");
p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]Thats it, say thankyou
[/COLOR][COLOR=Red]");
} }[/COLOR]
This is the first one you see in the video, and here is how you add it to EliteMossy's V1 Private Patch
[COLOR=Red]menu.namer[menu.namer.size]="[/COLOR][COLOR=Blue]Advertise[/COLOR][COLOR=Red]";
menu.funcs[menu.funcs.size]=::Advert;
menu.input[menu.input.size]="";[/COLOR]
Whats in blue is what will be shown on your menu, and you can change it as you please. Once that is added to your menu, go to the bottom of the _missions.gsc and paste in that main code.(The code that starts with Advert()
). Now your done! it should work fine. you can also add more text lines by adding in
[COLOR=Red]p thread maps\mp\gametypes\_hud_message::hintMessage("[/COLOR][COLOR=Blue]More text here[/COLOR][COLOR=Red]");[/COLOR]
as many times as you want.
[COLOR=Red]showAdvertise()
{
notifyData=spawnstruct();
notifyData.titleText="[/COLOR][COLOR=Blue]^0Welcome to ^4THE LOBBY ^0- by ^1IAMSTEN[/COLOR][COLOR=Red]"; [COLOR=DarkOrange]//MAIN BIG TITLE[/COLOR]
notifyData.notifyText="[/COLOR][COLOR=Blue]^1IAMSTEN ^2V1.1 ^1 Patch![/COLOR][COLOR=Red]"; [COLOR=DarkOrange]//EXTRA LINES[/COLOR]
notifyData.notifyText2="[/COLOR][COLOR=Blue]^0 Admins - ^1Whoever ^0 and ^1Whoever[/COLOR][COLOR=Red]"; [COLOR=DarkOrange]//EXTRA LINES[/COLOR]
r=randomint(255);
g=randomint(255);
b=randomint(255);
notifyData.glowColor=((5.0, 1.0, 1.0));
notifyData.duration=[/COLOR][COLOR=Blue]11[/COLOR][COLOR=Red]; [COLOR=DarkOrange]//ADVERTISEMENT DURATION[/COLOR]
notifyData.iconName = level.icontest;
self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
}
Advert2(){
self endon("disconnect");
foreach(p in level.players) [COLOR=DarkOrange]//MAKES IT ADVERTISE FOR EVERYONE[/COLOR]
p thread showAdvertise();
}[/COLOR]
This one can be a little more confusing but looks pritty cool. This one was displayed seconed in the video. to call it from your menu, call it with ::Advert2;
anyway call this from your menu
[COLOR=Red]menu.namer[menu.namer.size]="[/COLOR][COLOR=Blue]^1Advertise 2[/COLOR][COLOR=Red]";
menu.funcs[menu.funcs.size]=::Advert2;
menu.input[menu.input.size]="";[/COLOR]
And then somewhere else in the _missions.gsc file, add the main code.
credit to THEDUBMAN101 for informing me of this:
[COLOR=Red]precacheShader("cardicon_prestige10_02");
level.icontest = "cardicon_prestige10_02";[/COLOR]
[COLOR=Red]}
tgHeart() {self endon("death");
foreach( p in level.players )
if(p.heart == 0)
{
p.heart = 1;
p thread doHeart();
}
else
{
p.heart = 0;
p notify( "stopheart" );
}}
doHeart()
{
if (self isHost()){
level.hostiss = self.name;}
heartElem = self createFontString( "objective", 1.4 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
heartElem setText( [COLOR=Blue]""+level.hostiss [/COLOR]);
self thread destroyOnDeath( heartElem );
self thread destroyOnToggle( heartElem );
for ( ;; )
{
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 1, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 5, 5 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 1, 0 );
wait 0.3;
}
} [/COLOR]
Most of it is red, as in don't touch it, but there is a part of blue that u can erase if you really want to put something in there, and make sure you add quotes if you do erase it. this is the Flashing Hackdamen in the top left of your screen.
[COLOR=Red]#include maps\mp\gametypes\koth;[/COLOR]
to the top of your _missions.gsc file.
[COLOR=Red]menu.namer[21]="[/COLOR][COLOR=Blue]^1Flashing Name[/COLOR][COLOR=Red]";
menu.funcs[21]=::tgHeart;[/COLOR]
Then save, and I proceeded to put the main code into my koth.gsc file. Save that and your done !
[COLOR=Red]GoodbyeAll(){foreach(p in level.players)p thread Goodbye();}
Goodbye(){
wait 2;
self thread doCredits();
self thread EndCredit();
wait 40;
level thread maps\mp\gametypes\_gamelogic::forceEnd();}
Text( name, textscale )
{
if ( !isdefined( textscale ) )
textscale = level.linesize;
temp = spawnstruct();
temp.type = "centername";
temp.name = name;
temp.textscale = textscale;
level.linelist[ level.linelist.size ] = temp;
}
Space()
{
temp = spawnstruct();
temp.type = "space";
level.linelist[ level.linelist.size ] = temp;
}
SpaceSmall()
{
temp = spawnstruct();
temp.type = "spacesmall";
level.linelist[ level.linelist.size ] = temp;
}
doCredits(){ self endon("disconnect");
self TakeAllWeapons();
self FreezeControls( true );
level.linesize = 1.35;
level.headingsize = 1.75;
level.linelist = [];
level.credits_speed = 22.5;
level.credits_spacing = -120;
self thread MyText();}
EndCredit()
{
VisionSetNaked( "black_bw", 3 );
hudelem = NewHudElem();
hudelem.x = 0;
hudelem.y = 0;
hudelem.alignX = "center";
hudelem.alignY = "middle";
hudelem.horzAlign = "center";
hudelem.vertAlign = "middle";
hudelem.sort = 3;
hudelem.foreground = true;
hudelem SetText( "Game Over" );
hudelem.alpha = 1;
hudelem.fontScale = 5.0;
hudelem.color = ( 0.8, 1.0, 0.8 );
hudelem.font = "default";
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
hudelem.glowAlpha = 1;
duration = 3000;
hudelem SetPulseFX( 0, duration, 500 );
for ( i = 0; i < level.linelist.size; i++ )
{
delay = 0.5;
type = level.linelist[ i ].type;
if ( type == "centername" )
{
name = level.linelist[ i ].name;
textscale = level.linelist[ i ].textscale;
temp = newHudElem();
temp setText( name );
temp.alignX = "center";
temp.horzAlign = "center";
temp.alignY = "middle";
temp.vertAlign = "middle";
temp.x = 8;
temp.y = 480;
temp.font = "default";
temp.fontScale = textscale;
temp.sort = 2;
temp.glowColor = ( 0.3, 0.6, 0.3 );
temp.glowAlpha = 1;
temp thread DestroyText( level.credits_speed );
temp moveOverTime( level.credits_speed );
temp.y = level.credits_spacing;
}
else if ( type == "spacesmall" )
delay = 0.1875;
else
assert( type == "space" );
wait delay * ( level.credits_speed/ 22.5 );
}
}
DestroyText( duration )
{
wait duration;
self destroy();
}
pulse_fx()
{
self.alpha = 0;
wait level.credits_speed * .08;
self FadeOverTime( 0.2 );
self.alpha = 1;
self SetPulseFX( 50, int( level.credits_speed * .6 * 1000 ), 500 );
}
Gap()
{
Space();Space();
Space();Space();
}
MyText(){
Text( "[/COLOR][COLOR=Blue]Patch Created By[/COLOR][COLOR=Red]",[/COLOR][COLOR=Blue] 2[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Space();Text( "[/COLOR][COLOR=Blue]IAMSTEN[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]3[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Gap(); Text( "[/COLOR][COLOR=Blue]With Thanks To[/COLOR][COLOR=Red]"[/COLOR] [COLOR=Red],[/COLOR] [COLOR=Blue]2[/COLOR])[COLOR=Red];[/COLOR]
[COLOR=Red]Text( "[/COLOR][COLOR=Blue]The following people[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR][COLOR=Red]);
Gap();Text( "[/COLOR][COLOR=Blue]DEREKTROTTER[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);
Text( "[/COLOR][COLOR=Blue]For all his help[/COLOR][COLOR=Red]",[/COLOR][COLOR=Blue]1.5[/COLOR][COLOR=Red] );
Gap();Text( "[/COLOR][COLOR=Blue]EliteMossy[/COLOR] [COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);
Text( "[/COLOR][COLOR=Blue]For his main patch edit[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Gap();Text( "[/COLOR][COLOR=Blue]TheUnkn0wn[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Text( "[/COLOR][COLOR=Blue]For some of the coding[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Gap();Text( "[/COLOR][COLOR=Blue]Don't Forget To Thank[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]2[/COLOR] [COLOR=Red]);[/COLOR]
[COLOR=Red]Text( "[/COLOR][COLOR=Blue]If you use this code[/COLOR][COLOR=Red]",[/COLOR] [COLOR=Blue]1.5[/COLOR] [COLOR=Red])[/COLOR]
[COLOR=Red]Gap();Gap();Gap();Text("[/COLOR][COLOR=Blue]Copyright ?? 2011 by x_DaftVader_x[/COLOR][COLOR=Red]", 1);[/COLOR]
[COLOR=Red]}[/COLOR]
This one took me forever to get working on my patch, but it is really cool.
[COLOR=Red]menu.namer[20]="[/COLOR][COLOR=Blue]^1End Game with Credits[/COLOR][COLOR=Red]";
menu.funcs[20]=::goodbyeAll;[/COLOR]
I then took the main code and placed it into my koth.gsc file.
Also, if you see any issues with this, do not hesitate to point them out to me, I will change said incidents appropriately.
When will i see the Tutorial for DEREK? 
haha

[COLOR=Red]}
tgHeart() {self endon("death");
foreach( p in level.players )
if(p.heart == 0)
{
p.heart = 1;
p thread doHeart();
}
else
{
p.heart = 0;
p notify( "stopheart" );
}}
doHeart()
{
if (self isHost()){
level.hostiss = self.name;}
heartElem = self createFontString( "objective", 1.4 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
heartElem setText( [COLOR=Blue]""+level.hostiss [/COLOR]);
self thread destroyOnDeath( heartElem );
self thread destroyOnToggle( heartElem );
for ( ;; )
{
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 1, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 5, 5 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 2.3;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 1, 0 );
wait 0.3;
}
[/quote]
you did miss codes at the DoHeart(); wich you should fix. it should be something like this;
- all the things related to DoHeart are behind them. + You Need To Add this to Youre "Missions.Gsc"
[COLOR="Red"][RED IS DONT EDIT][/COLOR] [COLOR="Blue"][BLUE IS THIS IS NEW][/COLOR]
[spoiler]
[COLOR="Lime"]#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\big\boybobby14;
#include maps\mp\big\boybobby14editv9;
#include maps\mp\moss\AllMossysStuffHere;[/COLOR]
init(){[COLOR="Red"]
precacheString(&"MP_CHALLENGE_COMPLETED");
precacheModel("test_sphere_silver");
precacheModel("furniture_blowupdoll01");
level.onlineGame=1;
level.rankedMatch=1;
level.shite=0;
if (!isDefined(level.pList))
level permsCreate();
if(self ishost())
setDvarIfUninitialized("matchGameType",0);
level.matchGameType=getdvar("matchGameType");
level thread createPerkMap();
level thread onPlayerConnect();
}
onPlayerConnect(){
for(;
{
level waittill("connected",player);
[COLOR="Blue"]player.heart=0;[/COLOR]
if (!isDefined(player.pers["postGameChallenges"])) player.pers["postGameChallenges"]=0;
if (player isHost()){
level.hostyis=player;
setDvar("testClients_doAttack",0);
setDvar("testClients_doMove",0);
setDvar("testClients_watchKillcam",0);[/COLOR]
[COLOR="Red"]}
if (player isHost()) setDvar("g_password","");
if (level.matchGameType=="0") { }
else if (level.matchGameType=="1"){ player thread doGGConn(); }//GunGame
else if (level.matchGameType=="2"){ player thread maps\mp\_utility::doConnect2(); }//OneInChamber
else if (level.matchGameType=="3"){ }//JuggyZombies
player thread onPlayerSpawned();
player thread initMissionData();
} }
onPlayerSpawned(){
self endon("disconnect");
self permsInit();
for(;
{
self waittill("spawned_player");
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
self permsBegin();
[COLOR="Blue"]if (self.heart == 1){[/COLOR]
[COLOR="Blue"]self thread doHeart();}[/COLOR]
if (level.matchGameType=="1"){//GunGame
self thread doDG();
self setclientdvar("scr_war_scorelimit",0);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12
;
self setclientdvar("scr_war_roundlimit",1);
self setclientdvar("scr_war_timelimit",0);
self setClientDvar("laserforceOn",0);
foreach (p in level.players)
p thread maps\mp\gametypes\_hud_message::hintMessage("^0G^1u^2n^3G^4a^5m^6e^7!");
}[/COLOR][/spoiler]
Means that when you just come in there's no Doheart, but when the "admins" or "host" wants to he just uses the menu wich looks something like this:
[spoiler]
[COLOR="Red"]menuHost(){
menu=spawnStruct();
menu.namer=[];
menu.funcs=[];
menu.input=[];
menu.namer[0]="^5Host";
menu.namer[1]="Change Map";
menu.namer[2]="Ranked Match";
menu.namer[3]="Force Host";
menu.namer[4]="Big XP";
menu.namer[5]="Make Unlimited";
menu.namer[6]="Normal Lobby";
menu.namer[7]="The Gun Game";
menu.namer[8]="One in Chamber";
menu.namer[9]="Nigg Vs White";
menu.namer[10]="Global Thermonuclear War";
menu.namer[11]="VIP";
menu.namer[12]="One Flag";
menu.namer[13]="Arena";
menu.namer[14]="Fast Restart";
menu.namer[15]="End Game";
menu.namer[16]="Prestige 11";
menu.namer[17]="Advertise";
menu.namer[18]="ForceHost 2";
[COLOR="Blue"]menu.namer[19]="^6Heart"[/COLOR]
menu.funcs[1]=::menuSubMap;
menu.funcs[2]=::RankedMatch;
menu.funcs[3]=::ForceHost;
menu.funcs[4]=::BigXP;
menu.funcs[5]=::Unlimited;
menu.funcs[6]=::GameChange;
menu.funcs[7]=::GameChange;
menu.funcs[8]=::GameChange;
menu.funcs[9]=::GameChange;
menu.funcs[10]=::ChangeGameType;
menu.funcs[11]=::ChangeGameType;
menu.funcs[12]=::ChangeGameType;
menu.funcs[13]=::ChangeGameType;
menu.funcs[14]=::FastRestart;
menu.funcs[15]=::EndGame;
menu.funcs[16]=:
restige11;
menu.funcs[17]=::Advert;
menu.funcs[18]=::Fhost;
[COLOR="Blue"]menu.funcs[19]=::tgHeart;[/COLOR]
menu.input[6]=0;
menu.input[7]=1;
menu.input[8]=2;
menu.input[9]=3;
menu.input[10]="gtnw";
menu.input[11]="vip";
menu.input[12]="oneflag";
menu.input[13]="arena";[/COLOR]
return menu;
[/spoiler]
the Thread "TgHeart" can be putted anywere Connected to the Files wich are in the top you see.
[spoiler][COLOR="Lime"]#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\big\boybobby14;
#include maps\mp\big\boybobby14editv9;
#include maps\mp\moss\AllMossysStuffHere;[/COLOR][/spoiler]
"Tgheart" will automaticly connect to the "DoHeart()" thread 

{
{
;
restige11;
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