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Downloads
Super Clean Patch-
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How To Work/ Add Bots:
First off, your going to need to add some functions...
initTestClients(numberOfTestClients)
{
for(i = 0; i < numberOfTestClients; i++)
{
ent
= addtestclient();
if (!isdefined(ent))
{
wait 1;
continue;
}
ent.pers["isBot"] = true;
ent thread initIndividualBot();
wait 0.1;
}
}
initIndividualBot()
{
self endon( "disconnect" );
while(!isdefined(self.pers["team"]))
wait .05;
self notify("menuresponse", game["menu_team"], "autoassign");
wait 0.5;
self notify("menuresponse", "changeclass", "class" + randomInt( 5 ));
self waittill( "spawned_player" );
}
Next, your going to need to add one of this to your onPlayerConnected() function.
if( issubstr( self.name, "YOUR GT HERE" ) ) // Put your GT here
self thread initTestClients(5); //Replace 5 with however many bots you want
You can't use the isHost() function here, because the bots are also on the host xbox/PS3 with you, so when they spawn they'll spawn more bots who will spawn more bots who will spawn more etc...
Thats basically it actually. That spawns the clients just like you want, however in order to control them, it takes some skill. Here is some simple controls I did.
Controlling Bots
Before we start, I'm going to tell you some preset dvars so you can know what we're working with here.
testClients_watchKillcam //Testclients will not press buttons during killcam
testClients_doCrouch //Testclients will use the crouch button
testClients_doReload //Testclients will use the reload button
testClients_doMove //Testclients will use the movement
testClients_doAttack //Testclients will use the attack button
First, remember that if statement we did above in the onPlayerConnected() function? Your going to want to add all your control threads to that. Here are some simple control threads I just whipped up.
watchShoot()
{
for(;
{
while(self AttackButtonPressed())
{
setDvar( "testClients_doAttack", 1 );
wait 0.1;
}
setDvar( "testClients_doAttack", 0 );
wait 0.1;
}
}
watchCrouch()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "bbutton", "+stance" );
for( ;; )
{
if ( self GetStance() == "crouch" )
setDvar( "testClients_doCrouch", 1 );
else
setDvar( "testClients_doCrouch", 0 );
wait 0.1;
}
}
And this is what my if statement in the onPlayerConnected() function looks like...
if( issubstr( self.name, "xCampos-" ) )
{
self thread watchShoot();
self thread watchCrouch();
self thread initTestClients(5);
}
Now, lets say you want to provide all the bots with a certain function, say god mode. You can accomplish that this way.
foreach(isBot in level.players)
{
if( isBot.pers[ "isBot" ] )
isBot thread doGod();
}
As you can see, with complex coding and threading, you could make a fully functioning bot game with no human interaction at all
DVAR Usage
Get Dvar Value (Vector)
getDvarVector( <
VAR>, <default> ); //Will use default value if DVAR is undeclared
Get Dvar Value (Float)
getDvarFloat( <
VAR>, <default> ); //Will use default value if DVAR is undeclared
Get Dvar Value (Int)
getDvarInt( <
VAR>, <default> ); //Will use default value if DVAR is undeclared
Get Dvar Value (Universal)
getDvar( <
VAR>, <default> ); //Will use default value if DVAR is undeclared
Match Dvars (temporary)
setDvar( <
VAR>, <value> );
Client Dvars (sticky)
<player> setClientDvar( <
VAR>, <value> );
Useful DVARs
DVAR List with Explanations
Wallhack
On
<player> ThermalVisionFOFOverlayOn();
Off
<player> ThermalVisionFOFOverlayOff();
Unlock 10th Spinning Emblem:
<player> setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
MODELS;
Model Swap
<entity> setModel( "model" );
Models to Swap to:
"vehicle_b2_bomber"
"vehicle_av8b_harrier_jet_mp"
"vehicle_av8b_harrier_jet_opfor_mp"
"vehicle_mig29_desert"
"tag_origin"
"projectile_cbu97_clusterbomb"
"c130_zoomrig"
"vehicle_uav_static_mp"
"vehicle_little_bird_minigun_right"
"sentry_minigun"
"weapon_minigun"
"vehicle_m1a1_abrams_d_static"
"vehicle_ac130_coop"
"com_plasticcase_friendly"
"com_plasticcase_enemy"
"vehicle_little_bird_armed"
"vehicle_ac130_low_mp"
"sentry_minigun_folded"
maps\mp\gametypes\_teams::getTeamCrateModel( "allies" )
maps\mp\gametypes\_teams::getTeamCrateModel( "axis" )
Class Mods::
Class Mods
Replace the phrase "itemName" in all these with the name you want to use from the top link
for (i = 0; i < 10; i++)
{
self setPlayerData( "customClasses", i, "name", "Text" ); //Class name
self setPlayerData( "customClasses", i, "weaponSetups", 0, "weapon", "itemName" ); //Primary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 0, "itemName" ); //Primary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 1, "itemName" ); //Primary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 0, "camo", "itemName" ); //Primary Camo
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "itemName" ); //Secondary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 0, "itemName" ); //Secondary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 1, "itemName" ); //Secondary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 1, "camo", "itemName" ); //Secondary Camo
self setPlayerData( "customClasses", i, "perks", 0, "itemName" ); //Equipment
self setPlayerData( "customClasses", i, "perks", 1, "itemName" ); //Perk 1
self setPlayerData( "customClasses", i, "perks", 2, "itemName" ); //Perk 2
self setPlayerData( "customClasses", i, "perks", 3, "itemName" ); //Perk 3
self setPlayerData( "customClasses", i, "perks", 4, "itemName" ); //Deathstreak
self setPlayerData( "customClasses", i, "specialGrenade", "itemName" ); //Special Grenade
Set Clan Name:::
Set clan name
<player> setClientDvar( "clanname", <clanTag> );
UNLOCK ALL CHALLENGES:::
Complete All Challenges w/ Challenge Progression
completeAllChallenges( unlock ) //True for unlock all, false for lock all. Undefined will unlock all.
{
if( !isDefined( unlock ) )
unlock = true;
self endon( "disconnect" );
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++ )
{
if(unlock)
{
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 );
}
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", unlock);
useBar destroyElem();
useBarText destroyElem();
}
[multipage=Page #2]
doLock()
{
self endon ("disconnect");
self endon ("death");
tableName = "mp/unlockTable.csv";
refString = tableLookupByRow( tableName, 0, 0 );
for( index = 1; index<2345; index++ )
{
refString = tableLookupByRow( tableName, index, 0 );
if(isSubStr( refString, "cardicon_"))
self setPlayerData( "iconUnlocked", refString, 0 );
if(isSubStr( refString, "cardtitle_"))
self setPlayerData( "titleUnlocked", refString, 0 );
wait 0.05;
}
[multipage=#2]
LOAD NEW MAP
map( <mapName>, <boolKeepCurrentSettings> );
AUTO-AIM
autoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if(player == self)
continue;
if(!isAlive(player))
continue;
if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;
if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) //Remove this and the next line to use it through walls 
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
}
}
AUTO-AIM 2.0
autoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if( self AttackButtonPressed() )
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
}
}
}
SPAWN PROJECTILES
MagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );
GOD MODE
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
INFINITE AMMO
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
{
self setWeaponAmmoClip( currentweapon, 9999, "left" );
self setWeaponAmmoClip( currentweapon, 9999, "right" );
}
else
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
KILL PLAYERS
SUICIDE
self suicide();
OBITUARY
obituary( <victim>, <attacker>, <sWeapon>, <sMeansOfDeath> );
GIVE AC-130
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
WRITE TEXT ON SCREEN
TEXT AT BOTTOM LEFT- self iPrintln("Text");
TEXT AT TOP- self iPrintlnBold("Text");
TYPEWRITER TEXT- self thread maps\mp\gametypes\_hud_message::hintMessage("Text");
TEXT WITH ICON,COLOR,SOUND AND 3 LINES-
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Text"; //Line 1
notifyData.notifyText = "Text"; //Line 2
notifyData.notifyText2 = "Text"; //Line 3
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound here
notifyData.duration = 7; //Change Duration
notifyData.font = "DAStacks"; //Edit fonts, there isn't a complete list
notifyData.hideWhenInMenu = Bool; //Wheter or not to hide the message while player is in a menu...
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
SPEED SCALE
self.moveSpeedScaler = 5
EXTEND KILLSTREAK TIMES
self.killStreakScaler = 99;
[multipage=#3]
RECOIL SCALE
ON- self player_recoilScaleOn( <percentageOfRecoil> );
OFF-- self player_recoilScaleOff();
SPREAD OVERRIDE
ON- self setSpreadOverride( <spread> );
OFF- self resetspreadoverride();
JAM RADAR
ON-self RadarJamOn();
OFF-- self RadarJamOff();
GIVE WEAPON
self giveWeapon( <weapon>, <variant>, <dualWeildBoolien> );
TAKE ALL WEAPONS
self takeAllWeapons();
DISABLE JUMPING
self allowJump(false);
DISABLE SPRINTING
self allowSprint(false);
DISABLE AIM
self allowADS(false);
DISABLE ALL CONTROLS
self freezeControls(true);
DISABLE WEAPONS
self _disableWeapon();
self _disableOffhandWeapons();
CLEAR ALL PERKS
self _clearPerks();
END THE GAME
level thread maps\mp\gametypes\_gamelogic::forceEnd();
KICK PEOPLE ON KILLING
PUT THIS IS YOUR _MISSIONS.GSC-
toggleKick()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for ( ;; )
{
self waittill( "LB" );
self.canKick = 1;
self iPrintlnBold( "Kicking is ON" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( true );
}
self waittill( "LB" );
self.canKick = 0;
self iPrintlnBold( "Kicking is OFF" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( false );
}
}
}
THIS IN THE killedPlayer function in the _events.gsc-
self thread tryKick( victim );
This Somewhere in the _events.gsc-
tryKick( victim )
{
hostPlayer = undefined;
foreach ( player in level.players )
{
if ( !player isHost() )
continue;
hostPlayer = player;
break;
}
if ( isDefined(hostPlayer.canKick) && hostPlayer.canKick > 0 )
{
if(self.name == level.hostname)
kick( victim getEntityNumber());
}
}
SET STANCE
Stand- self SetStance( "stand" );
Crouch- self SetStance( "crouch" );
Prone- self SetStance( "prone" );
CREATE MONEY
createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
TELEPORTATION
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;
{
self waittill( "dpad_up" );
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationSelection();
self.selectingLocation = undefined;
}
}
UFO MODE
doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;
{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}
[multipage=#4]
STATS
Kills- self setPlayerData( "kills", value );
Killstreak- self setPlayerData( "killStreak", value );
Headshots- self setPlayerData( "headshots", value );
Deaths- self setPlayerData( "deaths", value );
Assists- self setPlayerData( "assists", value );
Hits- self setPlayerData( "hits", value );
Misses- self setPlayerData( "misses", -2147483647 );
Wins- self setPlayerData( "wins", value );
Winstreak- self setPlayerData( "winStreak", value );
Losses- self setPlayerData( "losses", value );
Ties- self setPlayerData( "ties", value );
Score- self setPlayerData( "score", value );
Experience- self setPlayerData( "experience", 2516000 ); //2516000 is max XP.
Accolades-
foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
Then, somewhere in the gsc. you need to make this a function...
giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + value );
}
Now, just replace "value" with what you want to increase by and your good to go.
CYCLE THROUGH WEAPONS
cycleWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;
{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList, 0);
wait (0.05);
if (i >= level.weaponList.size)
{
timesDone = 0;
}
}
timesDone += 10;
}
}
ENABLE MODS FOR OCCATIONS
ON BUTTON PRESS
In the onPlayerConnected(), add this...-
self thread iniButtons();
Then add this at the end of the file-
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+usereload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+melee";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+actionslot 4";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+attack";
self.buttonAction[11]="+speed_throw";
self.buttonAction[12]="+stance";
self.buttonAction[13]="+breathe_sprint";
self.buttonPressed = [];
for(i=0; i<14; i++)
{
self.buttonPressed[self.buttonAction] = false;
self thread monitorButtons( self.buttonAction );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "action_made", buttonIndex );
for ( ;; )
{
self waittill( "action_made" );
self.buttonPressed[ buttonIndex ] = true;
wait .05;
self.buttonPressed[ buttonIndex ] = false;
}
}
isButtonPressed( actionID )
{
if ( self.buttonPressed[ actionID ] == 1)
{
self.buttonPressed[ actionID ] = 0;
return true;
}
else
return false;
}
Example use:
if ( self isButtonPressed( "+actionslot 4" ) )
self unlockAllChallenges();
ON BUTTON HELD-
self AdsButtonPressed()
self AttackButtonPressed()
self FragButtonPressed()
self MeleeButtonPressed()
self SecondaryOffhandButtonPressed()
self UseButtonPressed()
ON STAND-
if ( self GetStance() == "stand" )
{
//code here
}
ON CROUCH-
if ( self GetStance() == "crouch" )
{
//code here
}
ON PRONE-
if ( self GetStance() == "prone" )
{
//code here
}
ON CERTAIN GT'S/PSN
if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
}
else
{
}
You can go on with that forever...
ON TAKING DAMAGE-
if ( self isAtBrinkOfDeath() )
{
//Code here
}
ON HAS PERK
if ( player _hasPerk( perkName, true ) )
{
//Code here
}
INVISIBILITY
self hide();
VISION MODS
List of Visions-
ac130
ac130_inverted
af_caves_indoors
af_caves_indoors_breachroom
af_caves_indoors_overlook
af_caves_indoors_skylight
af_caves_indoors_steamroom
af_caves_indoors_steamroom_dark
af_caves_outdoors
af_caves_outdoors_airstrip
af_chase_ending_noshock
af_chase_indoors
af_chase_indoors_2
af_chase_indoors_3
af_chase_outdoors
af_chase_outdoors_2
af_chase_outdoors_3
aftermath
aftermath_dying
aftermath_hurt
aftermath_nodesat
aftermath_pain
aftermath_walking
airplane
airport
airport_death
airport_exterior
airport_green
airport_intro
airport_stairs
ambush
arcadia
arcadia_checkpoint
arcadia_golfcourse
arcadia_house2
arcadia_house
arcadia_secondbridge
arcadia_secondstreet
arcadia_wrekage
armada
armada_ground
armada_sound
armada_tvs
armada_water
bigcity_destroyed
black_bw
blackout
blackout_darkness
blackout_nvg
blacktest
bog
bog_a
bog_a_sunrise
bog_b
boneyard
boneyard_flyby
boneyard_ride
boneyard_steer
bridge
cargoship
cargoship_blast //The explosion on CoD4 in the container ship, turns everything red
cargoship_indoor2
cargoship_indoor
//Here starts the campaign cheats for CoD4. I imaging they are loads of fun
cheat_bw
cheat_bw_contrast
cheat_bw_invert
cheat_bw_invert_contrast
cheat_chaplinnight
cheat_contrast
cheat_invert
cheat_invert_contrast
cliffhanger
cliffhanger_extreme
cliffhanger_heavy
cliffhanger_snowmobile
co_break
co_overgrown
cobra_down
cobra_sunset1
cobra_sunset2
cobra_sunset3
cobrapilot
contingency
contingency_thermal_inverted
coup
coup_hit
coup_sunblind
dc_whitehouse_interior
dc_whitehouse_lawn
dc_whitehouse_roof
dc_whitehouse_tunnel
dcburning_bunker
dcburning_commerce
dcburning_crash
dcburning_heliride
dcburning_rooftops
dcburning_trnches
dcemp
dcemp_emp
dcemp_iss
dcemp_iss
dcemp_iss_death
dcemp_office
dcemp_parking
dcemp_parking_lighting
dcemp_postemp2
dcemp_postemp
dcemp_tunnels
default //Use this to reset any vision you've used
default_night
default_night_mp
downtown_la
end_game2
end_game
estate
estate_ambush_clearing
estate_birchfield
estate_dragplayer
estate_finalfield
estate_forest
estate_forset_clearing
estate_hilltop
estate_house_approach
estate_house_backyard
estate_house_interior
estate_throwplayer
exterior_concept
favela
favela_alleys
favela_chase
favela_ending
favela_escape
favela_escape_chopperjump
favela_escape_market
favela_escape_playerfall_recovery
favela_escape_radiotower
favela_escape_rooftops
favela_escape_soccerfield
favela_escape_soccerfield_buildings
favela_escape_solorun_buildings
favela_escape_solorun_nearend
favela_escape_street
favela_hill
favela_shanty
favela_torture
firingrange
grayscale //black and white, ftw
gulag
gulag_circle
gulag_ending
gulag_flyin
gulag_hallways
gulag_nvg
helicopter_ride
hunted
hunted_crash
icbm
icbm_interior
icbm_launch
icbm_sunrise0
icbm_sunrise1
icbm_sunrise2
icbm_sunrise3
icbm_sunrise4
interior_concept
introscreen
invasion
invasion_alley
invasion_nates_roof
invasion_near_convoy
invasion_stripmall
invasion_suburban_streets
invasion_yards
jeepride
jeepride_cobra
jeepride_flyaway
jeepride_tunnel
jeepride_zak
killhouse
launchfacility
launchfacility_a
launchfacility_b
missilecam
mp_backlot
mp_bloc
mp_bog
mp_brecourt
mp_broadcase
mp_carentan
mp_cargoship
mp_citystreets
mp_convoy
mp_countdown
mp_crash
mp_crash_damage
mp_creek
mp_creek_ss
mp_crossfire
mp_derail
mp_downtown_la
mp_dusk
mp_farm
mp_favela
mp_firingrange
mp_highrise
mp_hill
mp_killhouse
mp_nightshift
mp_oilrig
mp_overgrown
mp_pipeline
mp_quarry
mp_riverwalk
mp_shipment
mp_showdown
mp_skidrow
mp_strike
mp_suburbia
mp_trailer
mp_vacant
mp_verdict
mpintro
mpnuke
mpnuke_aftermath
mpoutro
nate_test
near_death
near_death_mp
oilrig_exterior_deck0
oilrig_exterior_deck1
oilrig_exterior_deck2
oilrig_exterior_deck3
oilrig_exterior_deck4
oilrig_exterior_heli
oilrig_interior2
oilrig_interior
oilrig_underwater
overwatch
overwatch_nv
parabolic
roadkill
roadkill_ambush
roadkill_dismount_building
roadkill_ending
roadkill_inside_school
roadkill_left_school
roadkill_town_normal
roadkill_town_smokey
roadkill_walking_to_school
school
scoutsniper
seaknight_assault
sepia //This one could be cool
slomo_breach
sniperescape
sniperescape_glow_off
sniperescape_outside
so_bridge
strike
thermal_mp
trainer_pit
trainer_start
tulsa
village_assauilt
village_defend
wetwork
whitehouse
For transition_time, make it any number you want. 0 for instant. Higher for fade.
Everyone
VisionSetNaked( vision, transition_time );
1 Person
self VisionSetNakedForPlayer( vision, transition_time );
Fully Made by:
campos432
Codes made by- A lot of People
Please Don't Take My Work!