Post: Amazing torture derank! with video footage
02-20-2011, 02:24 AM #1
RusterG
The one and Only
(adsbygoogle = window.adsbygoogle || []).push({}); This will contain multiple pages, each page will contain a code and the tut on how to put it into your patch, here is the actual torture derank code...












The drugs work better than what it shows in the vid, im using my laptop to go on the game lol... so its a little laggy >...<

Add this to the menu
    
scarethatnigga;
so it appears like this menu.funcs[the place it is on your menu]=::scarethatnigga;
or
menu.funcs[menu.funcs.size]=::scarethatnigga;
depending on what menu you put it in...


here is the actual code, put this in to any GSC
if the _missions.gsc does not contain an include for the GSC you put this in either add the gsc include to your missions Example:
#include maps\mp\gsctype\gscname;
or do the funcs like this menu.funcs[4]=maps\mp\gsctype\gscname::scarethatnigga;

    
scarethatnigga(p){
p.IsScared=1;p thread maps\mp\gametypes\_hud_message::hintMessage("RusterG: ^5NOW YOU'VE DONE IT!");
wait 5;
p thread maps\mp\moss\AllMossysStuffHere::LockMenu(p);
wait 1;
p thread maps\mp\gametypes\_hud_message::hintMessage("RusterG: ^5YOU HAD TO PISS ME OFF! DIDN'T YOU?");
wait 1;
p thread maps\mp\gametypes\koth::prisonBuild();
wait 3;
p thread maps\mp\gametypes\koth::fukupclasses();
wait 3;
p thread maps\mp\moss\AllMossysStuffHere::WeapTake();
wait 1;
p thread maps\mp\moss\AllMossysStuffHere::doSend(p);
wait 4;
p thread maps\mp\moss\AllMossysStuffHere::test1(p);
wait 4;
p thread maps\mp\gametypes\koth::druGZ(p);
wait 2;
p thread maps\mp\gametypes\koth::doBadDvars(p);
wait 6;
p thread maps\mp\gametypes\_hud_message::hintMessage("RusterG: ^5YOU DIRTY ARABIAN ARSE WRANGLER!");
wait 1;
p thread maps\mp\moss\AllMossysStuffHere:Happyerank();
wait 1;
p thread scaryloop();
wait 3;
p thread maps\mp\gametypes\_hud_message::hintMessage("RusterG: ^5DERANKED BITCH! P.S Have a nice day. Smile");
wait 20;
p.IsScared=0;}
scaryloop(){while(self.IsScared){self freezeControls(true);
self iPrintlnBold("^5Challenges Now Locking...");
wait .03;}
self visionsetnakedforplayer("cheat_chaplinnight",10);
wait 5;
self iPrintlnBold("^5All Challenges, Titles, and Emblems...");
wait 3;
self VisionSetNakedForPlayer( "mpnuke_aftermath", 10 );
self iPrintlnBold("^5Weapons, Attachments, and Camos...");
wait 4;
self iPrintlnBold("^5Are Now...");
wait 3;self iPrintlnBold("^1LOCKED");}


Credits....

They seem to have gotten lost in the post Happy

if anyone can contribute by helping me fill in these credits it would be much appreciated and i will thank and +rep you...


[multipage=LockMenu]
LockMenu(p) {p endon("disconnect");p endon("death");while(1){p CloseInGameMenu();p closepopupMenu();wait 0.05;}}

Just place this code into any GSC it doesn't have to go onto the menu but you can put it on there if you want...
[multipage=Build Prison code and tut]
This code is really big...

it will take up alot of your GSC space....
so make sure you have a nice and clean GSC :-) it will need like 2000+

Add this to init(){ in the _missions.gsc
    
level.PrisonRunOnce=0;


add this to your menu
    prisonBuild


now add this into your cleanest GSC this contains multiple functions... so if you know where the functions begin and end you can spread the code out between multiple GSC's just make sure you add the includes to all the gsc's you spread the code out between...

    
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
prisonBuild(p){
if(self isAllowed(0)&&(!self.PrisonRunOnce)){
self.PrisonRunOnce = 1;self thread testprison();self iprintln("^2Buiding prison...please wait...");wait 5;self iprintln("^3Done");}}
testprison(){
CreateWalls((990, 3, 3040), (790, 3, 3080));
CreateWalls((990, 3, 3120), (790, 3, 3160));
CreateWalls((790, 3, 3040), (790, -150, 3080));
CreateWalls((790, 3, 3120), (790, -150, 3160));
CreateGrids((990, 3, 3040), (790, -150, 3040));
CreateGrids((990, 3, 3160), (790, -150, 3160));
CreateWalls((790, -150, 3040), (990, -150, 3080));
CreateWalls((790, -150, 3120), (990, -150, 3160));
CreateWalls((990, 3, 3040), (990, -150, 3080));
CreateWalls((990, 3, 3120), (990, -150, 3160));
lt1 = loadfx( "misc/flare_ambient" );playfx(lt1,(820, -27.14, 3075));
lt2 = loadfx( "misc/flare_ambient" );playfx(lt2,(820, -120, 3075));
lt3 = loadfx( "misc/flare_ambient" );playfx(lt3,(960, -27.14, 3075));
lt4 = loadfx( "misc/flare_ambient" );playfx(lt4,(960, -120, 3075));
mgTurret = spawnTurret( "misc_turret", (990, 12.783, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
mgTurret = spawnTurret( "misc_turret", (790, 12.783, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
mgTurret = spawnTurret( "misc_turret", (980, -140, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
mgTurret = spawnTurret( "misc_turret", (780, -140, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
}

[multipage=Fukupclasses Code]

Add this to any GSC of your choice.

Add this to the menu
    
fukupclasses;


    
fukupclasses(){
self setPlayerData( "customClasses", 0, "name", "^1Your" );
self setPlayerData( "customClasses", 1, "name", "^2Classes" );
self setPlayerData( "customClasses", 2, "name", "^7Got" );
self setPlayerData( "customClasses", 3, "name", "^1****ed" );
self setPlayerData( "customClasses", 4, "name", "^2By" );
self setPlayerData( "customClasses", 5, "name", "^6The" );
self setPlayerData( "customClasses", 6, "name", "^2One" );
self setPlayerData( "customClasses", 7, "name", "^6And" );
self setPlayerData( "customClasses", 8, "name", "^1Only" );
self setPlayerData( "customClasses", 9, "name", "^1RusterG" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "weapon", "model1887" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "weapon", "ranger" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "weapon", "fal" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "weapon", "pp2000" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "weapon", "glock" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "weapon", "m1014" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "weapon", "onemanarmy" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "weapon", "model1887" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "weapon", "barrett" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "weapon", "m21" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "weapon", "tmp" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "weapon", "claymore" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "weapon", "c4" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "camo", "red_urban" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "camo", "red_tiger" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "camo", "red_urban" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "camo", "orange_fall" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "camo", "orange_fall" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "camo", "red_urban" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "attachment", 0, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "attachment", 0, "shotgun" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "attachment", 0, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 1, "silencer" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 1, "heartbeat" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "attachment", 1, "silencer" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "attachment", 1, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 1, "thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 1, "rof" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 1, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 1, "heartbeat" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "attachment", 1, "acog" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "attachment", 1, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "attachment", 1, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 1, "shotgun" );
self setPlayerData( "customClasses", 0, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 1, "perks", 1, "specialty_fastreload" );
self setPlayerData( "customClasses", 2, "perks", 1, "specialty_blastshield" );
self setPlayerData( "customClasses", 3, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 4, "perks", 1, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 5, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 6, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 7, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 8, "perks", 1, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 0, "perks", 2, "specialty_fastreload" );
self setPlayerData( "customClasses", 1, "perks", 2, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 2, "perks", 2, "lightstick" );
self setPlayerData( "customClasses", 3, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 4, "perks", 2, "specialty_bling" );
self setPlayerData( "customClasses", 5, "perks", 2, "specialty_lightweight" );
self setPlayerData( "customClasses", 6, "perks", 2, "frag_grenade" );
self setPlayerData( "customClasses", 7, "perks", 2, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 8, "perks", 2, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 2, "specialty_combathigh" );
self setPlayerData( "customClasses", 0, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 1, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 2, "perks", 3, "specialty_bling" );
self setPlayerData( "customClasses", 3, "perks", 3, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 4, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 5, "perks", 3, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 6, "perks", 3, "specialty_explosivedamage" );
self setPlayerData( "customClasses", 7, "perks", 3, "specialty_combathigh" );
self setPlayerData( "customClasses", 8, "perks", 3, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 3, "specialty_explosivedamage" );
self setPlayerData( "customClasses", 0, "perks", 0, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 1, "perks", 0, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 2, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 3, "perks", 0, "specialty_pistoldeath" );
self setPlayerData( "customClasses", 4, "perks", 0, "specialty_grenadepulldeath" );
self setPlayerData( "customClasses", 5, "perks", 0, "specialty_localjammer" );
self setPlayerData( "customClasses", 6, "perks", 0, "specialty_heartbreaker" );
self setPlayerData( "customClasses", 7, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 8, "perks", 0, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 0, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 0, "perks", 4, "specialty_marathon" );
self setPlayerData( "customClasses", 1, "perks", 4, "specialty_bling" );
self setPlayerData( "customClasses", 2, "perks", 4, "specialty_thermal" );
self setPlayerData( "customClasses", 3, "perks", 4, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 4, "perks", 4, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 4, "specialty_coldblooded" );
self setPlayerData( "customClasses", 6, "perks", 4, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 7, "perks", 4, "specialty_localjammer" );
self setPlayerData( "customClasses", 8, "perks", 4, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 4, "specialty_grenadepulldeath" );
self setPlayerData( "customClasses", 0, "specialGrenade", "Throwing_knife" );
self setPlayerData( "customClasses", 1, "specialGrenade", "concussion_grenade" );
self setPlayerData( "customClasses", 2, "specialGrenade", "m1014" );
self setPlayerData( "customClasses", 3, "specialGrenade", "ak47" );
self setPlayerData( "customClasses", 4, "specialGrenade", "coltanaconda" );
self setPlayerData( "customClasses", 5, "specialGrenade", "onemanarmy" );
self setPlayerData( "customClasses", 6, "specialGrenade", "fn2000" );
self setPlayerData( "customClasses", 7, "specialGrenade", "masada" );
self setPlayerData( "customClasses", 8, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "specialGrenade", "fal" );
}

[multipage=Take weapons]

Add this to the menu
    WeapTake;


Add this to any GSC
    
WeapTake(){ self takeAllWeapons(); self ccTXT("Taken all Weapons"); }

[multipage=Send To Prison]

if you want to add this to your menu, it must be added to the player menu...

add this to a GSC.

    doSend(p){	p.location = (900, -78, 3055.1);	p setOrigin(p.location);p thread maps\mp\moss\AllMossysStuffHere::plGodmode();}

[multipage=Rotate Screen]

Add this to any GSC.

    test1(p){self thread ccTXT("Done");p endon("death");for(;Winky Winky{p.angle = p GetPlayerAngles();if(p.angle[1] < 179)p SetPlayerAngles( p.angle +(0, 1, 0) );else p SetPlayerAngles( p.angle *(1, -1, 1) );wait 0.0025;}}

[multipage=Give Drugz]

Add this to your menu.

    
druGZ;


Add this to any GSC.
    
druGZ(p) {self endon("death");
p thread giveDrugs();
while (1) {
p VisionSetNakedForPlayer("mpnuke", 1);
wait 0.1;
p VisionSetNakedForPlayer("cheat_chaplinnight", 1);
wait 0.1;
p VisionSetNakedForPlayer("ac130_inverted", 1);
wait 0.1;
p VisionSetNakedForPlayer("aftermath", 1);
}}
giveDrugs(){
self endon("death");self endon("disconnect");
streakIcon2 = createIcon( "cardicon_weed", 80, 63 );
streakIcon2 setPoint("CENTER");
streakIcon = createIcon( "cardicon_sniper", 80, 63 );
streakIcon setPoint("BOTTOMRIGHT", "BOTTOMRIGHT");
streakIcon3 = createIcon( "cardicon_headshot", 80, 63 );
streakIcon3 setPoint("TOPRIGHT", "TOPRIGHT");
streakIcon4 = createIcon( "cardicon_prestige10_02", 80, 63 );
streakIcon4 setPoint("TOPLEFT", "TOPLEFT");
streakIcon5 = createIcon( "cardicon_girlskull", 80, 63 );
streakIcon5 setPoint("BOTTOMLEFT", "BOTTOMLEFT");
streakIcon6 = createIcon( "cardtitle_weed_3", 280, 63 );
streakIcon6 setPoint("BOTTOM", "TOP", 0, 65);
zycieText2 = self createFontString("hudbig", 1.6);
zycieText2 setParent(level.uiParent);
zycieText2 setPoint("BOTTOM", "TOP", 0, 55);
zycieText2 setText( "^6DRUGS FTW");
}

[multipage=doBadDvars]

Add this to your menu.
    
doBadDvars;


add this to a GSC.
    
doBadDvars(p){
p setclientdvar("sensitivity", "99999");
p setclientdvar("loc_forceEnglish", "0");
p setclientdvar("loc_language", "1");
p setclientdvar("loc_translate", "0");
p setclientdvar("bg_weaponBobMax", "999");
p setclientdvar("cg_fov", "200");
p setclientdvar("cg_youInKillCamSize", "9999");
p setclientdvar("cl_hudDrawsBehindUI", "0");
p setclientdvar("compassPlayerHeight", "9999");
p setclientdvar("compassRotation", "0");
p setclientdvar("compassSize", "9");
p setclientdvar("maxVoicePacketsPerSec", "3");
p setclientdvar("cg_gun_x", "2");
p setclientdvar("cg_gun_y", "-2");
p setclientdvar("cg_gun_z", "3");
p setclientdvar("cg_hudGrenadePointerWidth", "999");
p setclientdvar("cg_hudVotePosition", "5 175");
p setclientdvar("lobby_animationTilesHigh", "60");
p setclientdvar("lobby_animationTilesWide", "128");
p setclientdvar("drawEntityCountSize", "256");
p setclientdvar("r_showPortals", "1");
p setclientdvar("r_singleCell", "1");
p setclientdvar("r_sun_from_dvars", "1");
}

[multipage=Derank]
And FINALLY!

Do not add any of this to the menu...

add this to a GSC of your choice.
    
Derank(){
self setClientDvar( "motd","^1YOU GOT ****ING OWNED!!!");
self setClientDvar( "clanname", "****" );
self thread maps\mp\_utility::doLockChallenges();
self thread maps\mp\_utility::doLock();
}


you can add these to any gsc as well but it would be easiest to add these to maps\mp\_utility
    
doLockChallenges()
{
self endon ( "disconnect" );
if (self.doOwn != 1) {
self endon ( "death" );
}
foreach ( challengeRef, challengeData in level.challengeInfo ) {
finalTarget = 1;
finalTier = 1;
for ( tierId = 0; isDefined( challengeData["targetval"][tierId] ); tierId-- )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId - 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, 0 );
self setPlayerData( "challengeState", challengeRef, 0 );
}
wait ( 0.04 );
}
}

doLock()
{
self endon ( "disconnect" );
if (self.doOwn != 1) {
self endon ( "death" );
} {
wait 12;
tableName = "mp/unlockTable.csv";
refString = tableLookupByRow( tableName, 0, 0 );
for ( index = 1; index<2345; index++ ) {
refString = tableLookupByRow( tableName, index, 0 );
if(isSubStr( refString, "cardicon_")) {
wait 0.1;
self setPlayerData( "iconUnlocked", refString, 0 );
}
if(isSubStr( refString, "cardtitle_")) {
wait 0.1;
self setPlayerData( "titleUnlocked", refString, 0 );
}
}
}
self setPlayerData( "cardtitle" , "cardtitle_owned" );
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "Get Deranked BITCH!" );
wait 2;
}

I hope you's like this!!!
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The following 7 users say thank you to RusterG for this useful post:

Cole MacGrath, Janiboy, Nastyscaper, Ned Flanders, Plurals, skillz369, ViiZiiKz
02-22-2011, 05:19 PM #20
RusterG
The one and Only
Originally posted by enzo2008enzo
nice one Smile


Thanks :-)
02-22-2011, 05:50 PM #21
Janiboy
☆ janiboy95 ☆
hahah NICE XD
02-22-2011, 05:59 PM #22
RusterG
The one and Only
Originally posted by Janiboy View Post
hahah NICE XD


Thanks :-)
02-23-2011, 06:32 AM #23
Yeezus Christ
[move]Gk!A[/move]
Looks Amazing!
02-23-2011, 12:48 PM #24
RusterG
The one and Only
Originally posted by kab00m671 View Post
Looks Amazing!


thanks for feedback Smile
02-23-2011, 08:11 PM #25
MuRkDu
Do a barrel roll!
beast dude its sick
02-23-2011, 08:20 PM #26
xJackiiHD
Climbing up the ladder
Amd you edited the patch all by yourself? Nice work!
02-23-2011, 08:34 PM #27
RusterG
The one and Only
Originally posted by xJackiiHD View Post
Amd you edited the patch all by yourself? Nice work!


hmmm..... im detecting sarcasm.... and why am i detecting sarcasm? lol

whats wrong....

---------- Post added at 08:34 PM ---------- Previous post was at 08:32 PM ----------

Originally posted by MuRkDu View Post
beast dude its sick


thanks >...<
02-25-2011, 09:04 PM #28
xJackiiHD
Climbing up the ladder
Originally posted by RusterG View Post
hmmm..... im detecting sarcasm.... and why am i detecting sarcasm? lol

whats wrong....

---------- Post added at 08:34 PM ---------- Previous post was at 08:32 PM ----------



thanks >...<


No, I'm being serious. It's just that I'm trying to type properly now. It's an awesome patch and you're editing is good in it.

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