Post: [Release]***Chrome Playa's Ultimate Forge Patch*** (In-Game Bunker Building)
02-22-2011, 06:49 PM #1
Chrome Playa
Chrome Gaming Reloaded
(adsbygoogle = window.adsbygoogle || []).push({});
Chrome Playa's Forge Patch
Good For In-Game Bunker Creations



FORGE v2: You must login or register to view this content.

Thank you -Bad-Man- for the idea Smile
and dakilla010


Features

Build Wall
Build Grid
Build Ramp
Build Teleporter
Build Moving Platform
Weapons
Models


Weapons
Intervention
AK-47
P90
RPG
Predator Missle
Sentry
Minigun


Models
Test Sphere
Sex Doll
Tree
Hummer
Winter Truck
AC-130
Harrier
Stealth Bomber
Pickup Truck
UAV Plane
Palm Tree
Flat Screen TV
Benzin Barrel
Static TV
Vending Machine


Extra Features:
- Code Generator
- Ability To Cancel a Process
- Stylish Menu
- UFO Mode on D-Pad Left
- Automatic GodMode
- Point and Click Weapon and Model Spawning
- Kick Player



VIDEO:

NOTE: This video is not up to date.


DOWNLOASad Awesome

You must login or register to view this content.

How To Make Your Bunker Code:

Every time you build a structure, a code will be generated on the screen. Add that code to myBunker() which is located in Coordinates.gsc. After you finish your code, just call it from a menu option or whatever you prefer.

If you would like to add your code to another patch, then you need to add this to the init() of your patch's missions.gsc:


    	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
precacheModel( "test_sphere_silver" );
precacheModel("furniture_blowupdoll01");



You also need to have these codes along with your bunker code:

    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.airDropCrateCol  lision);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.airDropCrateCol  lision);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.airDropCrateCol  lision);wait 0.001;}} 
CreateGrids(corner1,corner2,angle){W=Distance((cor ner1[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.airDropCrateCol lision);wait 0.01;}}}center.angles=angle;}
CreateRamps(top,bottom){D=Distance(top,bottom);blo cks=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.airDropCrateCol lision);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.airDropCrateCol lision);wait 0.01;}
CreateElevator(enter,exit,angle){flag=spawn("script_model",enter);flag setModel(level.elevator_model["enter"]);wait 0.01;flag=spawn("script_model",exit);flag setModel(level.elevator_model["exit"]);wait 0.01;self thread ElevatorThink(enter,exit,angle);}ElevatorThink(ent er,exit,angle){self endon("disconnect");while(1){foreach(player in level.players){if(Distance(enter,player.origin)<= 50){player SetOrigin(exit);player SetPlayerAngles(angle);}}wait .25;}}
CreatePlate(corner1,corner2,arivee,angle,time){W=D istance((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 CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);block thread Escalatore((corner1 +(XA * r,YA * c,ZA * h)),(arivee +(XA * r,YA * c,ZA * h)),time);wait 0.01;}}}center.angles=angle;center thread Escalatore(corner1,arivee,time);center CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);}Escalatore(depart,arivee,time){while(1){i f(self.state=="open"){self MoveTo(depart,time);wait(time*2.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*2.5);self.state="open";continue;}}}CreateAsc(depart,arivee,angle,time){A sc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);Asc thread Escalator(depart,arivee,time);}Escalator(depart,ar ivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*1.5);self.state="open";continue;}}}CreateCircle(depart,pass1,pass2,pass3 ,pass4,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);Asc thread Circle(depart,arivee,pass1,pass2,pass3,pass4,time) ;}Circle(depart,pass1,pass2,pass3,pass4,arivee,tim e){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="op";continue;}if(self.state=="op"){self MoveTo(pass1,time);wait(time);self.state="opi";continue;}if(self.state=="opi"){self MoveTo(pass2,time);wait(time);self.state="opa";continue;}if(self.state=="opa"){self MoveTo(pass3,time);wait(time);self.state="ope";continue;}if(self.state=="ope"){self MoveTo(pass4,time);wait(time);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time);self.state="open";continue;}}}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,Take Once){self endon("disconnect");weapon_model=getWeaponModel(Weapon);if(weapon_mo del=="")weapon_model=Weapon;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);for(;Winky Winky{foreach(player in level.players){Radius=distance(Location,player.ori gin);if(Radius<60){player setLowerMessage(WeaponName,"Press ^3Use Button^7 to swap for "+WeaponName);if(player UseButtonPressed())wait 0.2;if(player UseButtonPressed()){if(!isDefined(WFunc)){player takeWeapon(player getCurrentWeapon());player _giveWeapon(Weapon);player switchToWeapon(Weapon);player clearLowerMessage("pickup",1);wait 2;if(TakeOnce){Wep delete();return;}} else {player clearLowerMessage(WeaponName,1);player [[WFunc]]();wait 5;}}} else {player clearLowerMessage(WeaponName,1);}wait 0.1;}wait 0.5;}}
roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); }
GetCursorPos(){f=self getTagOrigin("tag_eye");e=self Vector_Scal(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,se lf)["position"];return l;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
UsePredators(){maps\mp\killstreaks\_remotemissile: :tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId); }
CreateTurret(type,angles,location){if(!isDefined(l ocation)|| !isDefined(type))return;if(!isDefined(angles))angl es =(0,0,0);if(type=="sentry"){turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");turret setModel("sentry_minigun");turret.angles=angles;} else if(type=="minigun"){turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");turret setModel("weapon_minigun");turret.angles=angles;}}
SpawnModel(Model,Location){self endon("disconnect");weapon_model=getWeaponModel(Model);if(weapon_mod el=="")weapon_model=Model;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);}
(adsbygoogle = window.adsbygoogle || []).push({});

The following 43 users say thank you to Chrome Playa for this useful post:

_L@ND!NRoCk_, -Whiteboy-, Woof, add_me, Brian235026, Cien, cjmurder123, CleanMODSHD, Correy, CrAzYcshaw, Creepz, Demmonnixx, DEREKTROTTER, Dr. Dre, Dreamcather, drive4567, GetDeleted -_-, H4CK_De_TRiiZo, HacksReleaser, hdc89, iJokaa, JakeM, Janiboy, Jannis96, juddylovespizza, keithfin, kloops., LightModz, Mrs.Drake, Mw2Freak13, Officer Laggy, oGHOSTLYMODZ, Pauly, RaverBoy, ReX-05, Vampytwistッ, W0W, w8t4it, wowaka, xHyDr0x, xR4G3x, yellaboi, ZzXr3V0LuTi0NzZ
02-26-2011, 02:22 AM #128
Press ►
am r supr fgt
Why can't you make a shitty patch to make others feel better about themselves for once? =D

Good work, good work.
02-26-2011, 02:34 PM #129
Greenbolt111
Bounty hunter
Originally posted by Chrome
Chrome Playa's Forge Patch
Good For In-Game Bunker Creations


Thank you -Bad-Man- for the idea Smile
and dakilla010


Features

Build Wall
Build Grid
Build Ramp
Build Teleporter
Build Moving Platform
Weapons
Models


Weapons
Intervention
AK-47
P90
RPG
Predator Missle
Sentry
Minigun


Models
Test Sphere
Sex Doll
Tree
Hummer
Winter Truck
AC-130
Harrier
Stealth Bomber
Pickup Truck
UAV Plane
Palm Tree
Flat Screen TV
Benzin Barrel
Static TV
Vending Machine


Extra Features:
- Code Generator
- Ability To Cancel a Process
- Stylish Menu
- UFO Mode on D-Pad Left
- Automatic GodMode
- Point and Click Weapon and Model Spawning
- Kick Player



VIDEO:

NOTE: This video is not up to date.
You must login or register to view this content.

DOWNLOASad Awesome

You must login or register to view this content.

How To Make Your Bunker Code:

Every time you build a structure, a code will be generated on the screen. Add that code to myBunker() which is located in Coordinates.gsc. After you finish your code, just call it from a menu option or whatever you prefer.

If you would like to add your code to another patch, then you need to add this to the init() of your patch's missions.gsc:


    	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
precacheModel( "test_sphere_silver" );
precacheModel("furniture_blowupdoll01");



You also need to have these codes along with your bunker code:

    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;}} 
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;}
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;}
CreateElevator(enter,exit,angle){flag=spawn("script_model",enter);flag setModel(level.elevator_model["enter"]);wait 0.01;flag=spawn("script_model",exit);flag setModel(level.elevator_model["exit"]);wait 0.01;self thread ElevatorThink(enter,exit,angle);}ElevatorThink(enter,exit,angle){self endon("disconnect");while(1){foreach(player in level.players){if(Distance(enter,player.origin)<= 50){player SetOrigin(exit);player SetPlayerAngles(angle);}}wait .25;}}
CreatePlate(corner1,corner2,arivee,angle,time){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 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);block thread Escalatore((corner1 +(XA * r,YA * c,ZA * h)),(arivee +(XA * r,YA * c,ZA * h)),time);wait 0.01;}}}center.angles=angle;center thread Escalatore(corner1,arivee,time);center CloneBrushmodelToScriptmodel(level.airDropCrateCollision);}Escalatore(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*2.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*2.5);self.state="open";continue;}}}CreateAsc(depart,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Escalator(depart,arivee,time);}Escalator(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*1.5);self.state="open";continue;}}}CreateCircle(depart,pass1,pass2,pass3,pass4,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Circle(depart,arivee,pass1,pass2,pass3,pass4,time);}Circle(depart,pass1,pass2,pass3,pass4,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="op";continue;}if(self.state=="op"){self MoveTo(pass1,time);wait(time);self.state="opi";continue;}if(self.state=="opi"){self MoveTo(pass2,time);wait(time);self.state="opa";continue;}if(self.state=="opa"){self MoveTo(pass3,time);wait(time);self.state="ope";continue;}if(self.state=="ope"){self MoveTo(pass4,time);wait(time);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time);self.state="open";continue;}}}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce){self endon("disconnect");weapon_model=getWeaponModel(Weapon);if(weapon_model=="")weapon_model=Weapon;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);for(;Winky Winky{foreach(player in level.players){Radius=distance(Location,player.origin);if(Radius<60){player setLowerMessage(WeaponName,"Press ^3Use Button^7 to swap for "+WeaponName);if(player UseButtonPressed())wait 0.2;if(player UseButtonPressed()){if(!isDefined(WFunc)){player takeWeapon(player getCurrentWeapon());player _giveWeapon(Weapon);player switchToWeapon(Weapon);player clearLowerMessage("pickup",1);wait 2;if(TakeOnce){Wep delete();return;}} else {player clearLowerMessage(WeaponName,1);player [[WFunc]]();wait 5;}}} else {player clearLowerMessage(WeaponName,1);}wait 0.1;}wait 0.5;}}
roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); }
GetCursorPos(){f=self getTagOrigin("tag_eye");e=self Vector_Scal(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
UsePredators(){maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId); }
CreateTurret(type,angles,location){if(!isDefined(location)|| !isDefined(type))return;if(!isDefined(angles))angles =(0,0,0);if(type=="sentry"){turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");turret setModel("sentry_minigun");turret.angles=angles;} else if(type=="minigun"){turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");turret setModel("weapon_minigun");turret.angles=angles;}}
SpawnModel(Model,Location){self endon("disconnect");weapon_model=getWeaponModel(Model);if(weapon_model=="")weapon_model=Model;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);}


This is beast, ive edited a bit and wrote a few codes done in my notepad so i dont lose them but i dont know where to place them? I dont have coordinates.gsc in Hawkins 3.5? Do you know where to put the codes? get back to me please thanks.
02-26-2011, 02:36 PM #130
G2BR
Far Cry 3 = Epic
looks very laggy
02-26-2011, 02:57 PM #131
Greenbolt111
Bounty hunter
Originally posted by Chrome
Chrome Playa's Forge Patch
Good For In-Game Bunker Creations


Thank you -Bad-Man- for the idea Smile
and dakilla010


Features

Build Wall
Build Grid
Build Ramp
Build Teleporter
Build Moving Platform
Weapons
Models


Weapons
Intervention
AK-47
P90
RPG
Predator Missle
Sentry
Minigun


Models
Test Sphere
Sex Doll
Tree
Hummer
Winter Truck
AC-130
Harrier
Stealth Bomber
Pickup Truck
UAV Plane
Palm Tree
Flat Screen TV
Benzin Barrel
Static TV
Vending Machine


Extra Features:
- Code Generator
- Ability To Cancel a Process
- Stylish Menu
- UFO Mode on D-Pad Left
- Automatic GodMode
- Point and Click Weapon and Model Spawning
- Kick Player



VIDEO:

NOTE: This video is not up to date.
You must login or register to view this content.

DOWNLOASad Awesome

You must login or register to view this content.

How To Make Your Bunker Code:

Every time you build a structure, a code will be generated on the screen. Add that code to myBunker() which is located in Coordinates.gsc. After you finish your code, just call it from a menu option or whatever you prefer.

If you would like to add your code to another patch, then you need to add this to the init() of your patch's missions.gsc:


    	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
precacheModel( "test_sphere_silver" );
precacheModel("furniture_blowupdoll01");



You also need to have these codes along with your bunker code:

    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;}} 
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;}
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;}
CreateElevator(enter,exit,angle){flag=spawn("script_model",enter);flag setModel(level.elevator_model["enter"]);wait 0.01;flag=spawn("script_model",exit);flag setModel(level.elevator_model["exit"]);wait 0.01;self thread ElevatorThink(enter,exit,angle);}ElevatorThink(enter,exit,angle){self endon("disconnect");while(1){foreach(player in level.players){if(Distance(enter,player.origin)<= 50){player SetOrigin(exit);player SetPlayerAngles(angle);}}wait .25;}}
CreatePlate(corner1,corner2,arivee,angle,time){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 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);block thread Escalatore((corner1 +(XA * r,YA * c,ZA * h)),(arivee +(XA * r,YA * c,ZA * h)),time);wait 0.01;}}}center.angles=angle;center thread Escalatore(corner1,arivee,time);center CloneBrushmodelToScriptmodel(level.airDropCrateCollision);}Escalatore(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*2.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*2.5);self.state="open";continue;}}}CreateAsc(depart,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Escalator(depart,arivee,time);}Escalator(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*1.5);self.state="open";continue;}}}CreateCircle(depart,pass1,pass2,pass3,pass4,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Circle(depart,arivee,pass1,pass2,pass3,pass4,time);}Circle(depart,pass1,pass2,pass3,pass4,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="op";continue;}if(self.state=="op"){self MoveTo(pass1,time);wait(time);self.state="opi";continue;}if(self.state=="opi"){self MoveTo(pass2,time);wait(time);self.state="opa";continue;}if(self.state=="opa"){self MoveTo(pass3,time);wait(time);self.state="ope";continue;}if(self.state=="ope"){self MoveTo(pass4,time);wait(time);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time);self.state="open";continue;}}}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce){self endon("disconnect");weapon_model=getWeaponModel(Weapon);if(weapon_model=="")weapon_model=Weapon;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);for(;Winky Winky{foreach(player in level.players){Radius=distance(Location,player.origin);if(Radius<60){player setLowerMessage(WeaponName,"Press ^3Use Button^7 to swap for "+WeaponName);if(player UseButtonPressed())wait 0.2;if(player UseButtonPressed()){if(!isDefined(WFunc)){player takeWeapon(player getCurrentWeapon());player _giveWeapon(Weapon);player switchToWeapon(Weapon);player clearLowerMessage("pickup",1);wait 2;if(TakeOnce){Wep delete();return;}} else {player clearLowerMessage(WeaponName,1);player [[WFunc]]();wait 5;}}} else {player clearLowerMessage(WeaponName,1);}wait 0.1;}wait 0.5;}}
roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); }
GetCursorPos(){f=self getTagOrigin("tag_eye");e=self Vector_Scal(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
UsePredators(){maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId); }
CreateTurret(type,angles,location){if(!isDefined(location)|| !isDefined(type))return;if(!isDefined(angles))angles =(0,0,0);if(type=="sentry"){turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");turret setModel("sentry_minigun");turret.angles=angles;} else if(type=="minigun"){turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");turret setModel("weapon_minigun");turret.angles=angles;}}
SpawnModel(Model,Location){self endon("disconnect");weapon_model=getWeaponModel(Model);if(weapon_model=="")weapon_model=Model;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);}


This is beast, ive edited a bit and wrote a few codes done in my notepad so i dont lose them but i dont know where to place them? I dont have coordinates.gsc in Hawkins 3.5? Do you know where to put the codes? get back to me please thanks.

---------- Post added at 09:47 AM ---------- Previous post was at 09:46 AM ----------

Originally posted by Chrome
Chrome Playa's Forge Patch
]


This is beast, ive edited a bit and wrote a few codes done in my notepad so i dont lose them but i dont know where to place them? I dont have coordinates.gsc in Hawkins 3.5? Do you know where to put the codes? get back to me please thanks.

---------- Post added at 09:48 AM ---------- Previous post was at 09:47 AM ----------

Originally posted by Chrome
Thanks.

Text on screen appears until you dismiss it.

And the only reason I used this UFO is because if you are on PS3 and you are making a Grid, it is easier to maintain the same height for both corners.


Didnt wanna quote first post.

This is beast, ive edited a bit and wrote a few codes done in my notepad so i dont lose them but i dont know where to place them? I dont have coordinates.gsc in Hawkins 3.5? Do you know where to put the codes? get back to me please thanks.

---------- Post added at 09:49 AM ---------- Previous post was at 09:48 AM ----------

Originally posted by Chrome
Thanks.

Text on screen appears until you dismiss it.

And the only reason I used this UFO is because if you are on PS3 and you are making a Grid, it is easier to maintain the same height for both corners.


Didnt wanna quote first post.

This is beast, ive edited a bit and wrote a few codes done in my notepad so i dont lose them but i dont know where to place them? I dont have coordinates . gsc in Hawkins 3.5? Do you know where to put the codes? get back to me please thanks.

---------- Post added at 09:57 AM ---------- Previous post was at 09:49 AM ----------

Originally posted by Chrome
Thanks.

Text on screen appears until you dismiss it.

And the only reason I used this UFO is because if you are on PS3 and you are making a Grid, it is easier to maintain the same height for both corners.


Didnt wanna quote first post.

This is beast, ive edited a bit and wrote a few codes done in my notepad so i dont lose them but i dont know where to place them? I dont have coordinates . gsc in Hawkins 3.5? Do you know where to put the codes? get back to me please thanks.
02-27-2011, 08:59 AM #132
could you explain that how to save the building that you've build more specific ?
02-27-2011, 09:39 AM #133
FrozN
Look up my Patch Edits :P
Originally posted by Chrome
Chrome Playa's Forge Patch
Good For In-Game Bunker Creations


Thank you -Bad-Man- for the idea Smile
and dakilla010


Features

Build Wall
Build Grid
Build Ramp
Build Teleporter
Build Moving Platform
Weapons
Models


Weapons
Intervention
AK-47
P90
RPG
Predator Missle
Sentry
Minigun


Models
Test Sphere
Sex Doll
Tree
Hummer
Winter Truck
AC-130
Harrier
Stealth Bomber
Pickup Truck
UAV Plane
Palm Tree
Flat Screen TV
Benzin Barrel
Static TV
Vending Machine


Extra Features:
- Code Generator
- Ability To Cancel a Process
- Stylish Menu
- UFO Mode on D-Pad Left
- Automatic GodMode
- Point and Click Weapon and Model Spawning
- Kick Player



VIDEO:

NOTE: This video is not up to date.
You must login or register to view this content.

DOWNLOASad Awesome

You must login or register to view this content.

How To Make Your Bunker Code:

Every time you build a structure, a code will be generated on the screen. Add that code to myBunker() which is located in Coordinates.gsc. After you finish your code, just call it from a menu option or whatever you prefer.

If you would like to add your code to another patch, then you need to add this to the init() of your patch's missions.gsc:


    	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
precacheModel( "test_sphere_silver" );
precacheModel("furniture_blowupdoll01");



You also need to have these codes along with your bunker code:

    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;}} 
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;}
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;}
CreateElevator(enter,exit,angle){flag=spawn("script_model",enter);flag setModel(level.elevator_model["enter"]);wait 0.01;flag=spawn("script_model",exit);flag setModel(level.elevator_model["exit"]);wait 0.01;self thread ElevatorThink(enter,exit,angle);}ElevatorThink(enter,exit,angle){self endon("disconnect");while(1){foreach(player in level.players){if(Distance(enter,player.origin)<= 50){player SetOrigin(exit);player SetPlayerAngles(angle);}}wait .25;}}
CreatePlate(corner1,corner2,arivee,angle,time){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 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);block thread Escalatore((corner1 +(XA * r,YA * c,ZA * h)),(arivee +(XA * r,YA * c,ZA * h)),time);wait 0.01;}}}center.angles=angle;center thread Escalatore(corner1,arivee,time);center CloneBrushmodelToScriptmodel(level.airDropCrateCollision);}Escalatore(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*2.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*2.5);self.state="open";continue;}}}CreateAsc(depart,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Escalator(depart,arivee,time);}Escalator(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*1.5);self.state="open";continue;}}}CreateCircle(depart,pass1,pass2,pass3,pass4,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Circle(depart,arivee,pass1,pass2,pass3,pass4,time);}Circle(depart,pass1,pass2,pass3,pass4,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="op";continue;}if(self.state=="op"){self MoveTo(pass1,time);wait(time);self.state="opi";continue;}if(self.state=="opi"){self MoveTo(pass2,time);wait(time);self.state="opa";continue;}if(self.state=="opa"){self MoveTo(pass3,time);wait(time);self.state="ope";continue;}if(self.state=="ope"){self MoveTo(pass4,time);wait(time);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time);self.state="open";continue;}}}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce){self endon("disconnect");weapon_model=getWeaponModel(Weapon);if(weapon_model=="")weapon_model=Weapon;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);for(;Winky Winky{foreach(player in level.players){Radius=distance(Location,player.origin);if(Radius<60){player setLowerMessage(WeaponName,"Press ^3Use Button^7 to swap for "+WeaponName);if(player UseButtonPressed())wait 0.2;if(player UseButtonPressed()){if(!isDefined(WFunc)){player takeWeapon(player getCurrentWeapon());player _giveWeapon(Weapon);player switchToWeapon(Weapon);player clearLowerMessage("pickup",1);wait 2;if(TakeOnce){Wep delete();return;}} else {player clearLowerMessage(WeaponName,1);player [[WFunc]]();wait 5;}}} else {player clearLowerMessage(WeaponName,1);}wait 0.1;}wait 0.5;}}
roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); }
GetCursorPos(){f=self getTagOrigin("tag_eye");e=self Vector_Scal(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
UsePredators(){maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId); }
CreateTurret(type,angles,location){if(!isDefined(location)|| !isDefined(type))return;if(!isDefined(angles))angles =(0,0,0);if(type=="sentry"){turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");turret setModel("sentry_minigun");turret.angles=angles;} else if(type=="minigun"){turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");turret setModel("weapon_minigun");turret.angles=angles;}}
SpawnModel(Model,Location){self endon("disconnect");weapon_model=getWeaponModel(Model);if(weapon_model=="")weapon_model=Model;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);}


Thought V2 would come out yesterday? Cool Man (aka Tustin)
02-27-2011, 06:38 PM #134
Chrome Playa
Chrome Gaming Reloaded
Originally posted by FrozN View Post
Thought V2 would come out yesterday? Cool Man (aka Tustin)


I was going to, but I got really sick and didn't have anytime to.
02-27-2011, 07:54 PM #135
emsp
Space Ninja
Originally posted by Chrome
I was going to, but I got really sick and didn't have anytime to.


i could help if u want
02-27-2011, 09:46 PM #136
Originally posted by Chrome
I was going to, but I got really sick and didn't have anytime to.


hope you feel better man... and i wasn't suspecting you to add all but i think its that long lol my info about stuff is what make's it long

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo