Post: Modern Warfare 2 Help
01-24-2011, 08:36 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Sorry if I posted this in the wrong place but the Modern Warfare 2 forum said they were not accepting new post.
Well I have a JB ps3 and Im trying to make my own patch_mp.ff.
So I begin by Editing a Clean Xbox Patch in FF Veiwer.
Then I convert it to ps3 using Buc Converter which is on GodlyModz Channel.(Youtube)
But when I load the patch on my ps3 It says
"ERROR"
"Script compile error"
"Bad Syntax"
"[See console for details]"

Here is the script I put in.
Im new to scripting so dont make fun.

    onPlayerSpawned()
{
self endon( "disconnect" );

for(;Winky Winky
{
self waittill( "spawned_player" );

self thread monitorSprintDistance();
self thread doRestart()
self thread doDvars()
self thread doTeleport()
self thread doMessage()
self thread doKspawn()
self thread completeAllChallenges()
self thread monitorUp();
self thread monitorDown();
setDvar( "g_gravity", 800 );
}
}

doRestart()
if ( self GetStance() == "crouch" )
{
self waittill( "dpad_up" );
map_restart(false);
}

doDvars()
{
self waittill( "dpad_up" );
self setDvar("player_sustainAmmo","1");
self setDvar("bg_fallDamageMaxHeight","999");
self setDvar("bg_fallDamageMinHeight","998");
self setDvar("cg_laserForceOn","1");
self setDvar("jump_height","999");
self setDvar("phys_gravity","99");
self setDvar("PartyConnectToOthers","0");
self setDvar("clanName","ABCD");
self setDvar("scr_xpscale","50000");
self setDvar("xblive_privatematch","0");
self setDvar("motd","^3Modded Lobbyz ");
self iPrintInBold("^6 Beta Modz");
}

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_down", "+actionslot 1");

for(;Winky Winky
{
self waittill( "dpad_down" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self SetOrigin( location );
self SetPlayerAngles( directionYaw );
self iPrintln("Teleported to " + location + " facing direction " + directionYaw);
self endLocationselection();
self.selectingLocation = undefined;
}
}

doMessage()
{
self waittill( "BUTTON_X" );
self thread maps\mp\gametypes\_hud_message::hintMessage( "beta Modz" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "No Game Ruining modz" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "All the Modz that I have" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "You Have to" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "Donations accepted" );
}

doKspawn()
{
self thread maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
}

completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
chalProgress = 0;
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();
}

monitorUp()
{
self endon ( "disconnect" );
self.buttonUp = 0;
self notifyOnPlayerCommand( "up", "+actionslot 1" );
for ( ;; )
{
self waittill( "up" );
if (self.buttonUp != 1 && self.buttonDown != 1)
{
self.buttonUp = 1;
self thread ufo();
}
self waittill( "up" );
if (self.buttonUp == 1)
self.buttonUp = 0;
}
}

monitorDown()
{
self endon ( "disconnect" );
self.buttonDown = 0;
self notifyOnPlayerCommand( "down", "+actionslot 2" );
for ( ;; )
{
self waittill( "down" );
if (self.buttonUp == 1)
self.buttonUp = 0;
if (self.buttonDown != 1 && self.buttonUp != 1)
{
self.buttonDown = 1;
self thread ufo();
}
self waittill( "down" );
if (self.buttonDown == 1)
self.buttonDown = 0;
}
}


ufo()
{
self endon( "disconnect" );
self endon( "death" );
setDvar( "g_gravity", 1 );
if (self.buttonUp == 1)
{
for(;Winky Winky
{
if (self.buttonUp == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, 10 );
self SetOrigin( sLocation );
wait .1;
}
}
if (self.buttonDown == 1)
{
for(;Winky Winky
{
if (self.buttonDown == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, -10 );
self SetOrigin( sLocation );
wait .1;
}
}
}
(adsbygoogle = window.adsbygoogle || []).push({});
01-24-2011, 08:42 PM #2
FluffyJewFro
Eminem>Every other rapper
AT LEAST PUT IT IN RIGHT SECTION come on this is BLACK OPS! not even relatively CLOSE to MW2! if it isnt working, then ur doing something wrong, or just contact a mod!
01-24-2011, 08:54 PM #3
IDontbreak
Cake is a lie
i like turtles

The following user thanked IDontbreak for this useful post:

Leiino
01-24-2011, 09:02 PM #4
QUOTE=iGamerXx;2376086]Sorry if I posted this in the wrong place but the Modern Warfare 2 forum said they were not accepting new post.
Well I have a JB ps3 and Im trying to make my own patch_mp.ff.
So I begin by Editing a Clean Xbox Patch in FF Veiwer.
Then I convert it to ps3 using Buc Converter which is on GodlyModz Channel.(Youtube)
But when I load the patch on my ps3 It says
"ERROR"
"Script compile error"
"Bad Syntax"
"[See console for details]"

Here is the script I put in.
Im new to scripting so dont make fun.

    onPlayerSpawned()
{
self endon( "disconnect" );

for(;Winky Winky
{
self waittill( "spawned_player" );

self thread monitorSprintDistance();
self thread doRestart()[COLOR="red"];[/COLOR]
self thread doDvars()[COLOR="red"];[/COLOR]
self thread doTeleport()[COLOR="red"];[/COLOR]
self thread doMessage()[COLOR="red"];[/COLOR]
self thread doKspawn()[COLOR="red"];[/COLOR]
self thread completeAllChallenges()[COLOR="red"];[/COLOR]
self thread monitorUp();
self thread monitorDown();
setDvar( "g_gravity", 800 );
}
}

doRestart()
if ( self GetStance() == "crouch" )
{
self waittill( "dpad_up" );
map_restart(false);
}

doDvars()
{
self waittill( "dpad_up" );
self setDvar("player_sustainAmmo","1");
self setDvar("bg_fallDamageMaxHeight","999");
self setDvar("bg_fallDamageMinHeight","998");
self setDvar("cg_laserForceOn","1");
self setDvar("jump_height","999");
self setDvar("phys_gravity","99");
self setDvar("PartyConnectToOthers","0");
self setDvar("clanName","ABCD");
self setDvar("scr_xpscale","50000");
self setDvar("xblive_privatematch","0");
self setDvar("motd","^3Modded Lobbyz ");
self iPrintInBold("^6 Beta Modz");
}

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_down", "+actionslot 1");

for(;Winky Winky
{
self waittill( "dpad_down" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self SetOrigin( location );
self SetPlayerAngles( directionYaw );
self iPrintln("Teleported to " + location + " facing direction " + directionYaw);
self endLocationselection();
self.selectingLocation = undefined;
}
}

doMessage()
{
self waittill( "BUTTON_X" );
self thread maps\mp\gametypes\_hud_message::hintMessage( "beta Modz" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "No Game Ruining modz" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "All the Modz that I have" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "You Have to" );
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage( "Donations accepted" );
}

doKspawn()
{
self thread maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
}

completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
chalProgress = 0;
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();
}

monitorUp()
{
self endon ( "disconnect" );
self.buttonUp = 0;
self notifyOnPlayerCommand( "up", "+actionslot 1" );
for ( ;; )
{
self waittill( "up" );
if (self.buttonUp != 1 && self.buttonDown != 1)
{
self.buttonUp = 1;
self thread ufo();
}
self waittill( "up" );
if (self.buttonUp == 1)
self.buttonUp = 0;
}
}

monitorDown()
{
self endon ( "disconnect" );
self.buttonDown = 0;
self notifyOnPlayerCommand( "down", "+actionslot 2" );
for ( ;; )
{
self waittill( "down" );
if (self.buttonUp == 1)
self.buttonUp = 0;
if (self.buttonDown != 1 && self.buttonUp != 1)
{
self.buttonDown = 1;
self thread ufo();
}
self waittill( "down" );
if (self.buttonDown == 1)
self.buttonDown = 0;
}
}


ufo()
{
self endon( "disconnect" );
self endon( "death" );
setDvar( "g_gravity", 1 );
if (self.buttonUp == 1)
{
for(;Winky Winky
{
if (self.buttonUp == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, 10 );
self SetOrigin( sLocation );
wait .1;
}
}
if (self.buttonDown == 1)
{
for(;Winky Winky
{
if (self.buttonDown == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, -10 );
self SetOrigin( sLocation );
wait .1;
}
}
}
[/QUOTE]

The red things are what i corrected
01-24-2011, 10:36 PM #5
Thread moved to mw2 hacking questions.
01-25-2011, 01:05 AM #6
common write in the right thread posts

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo