Post: Anyone Has Orgasm GSC Script/Code?
08-20-2012, 04:17 AM #1
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IDontModLobbies
GSC Codes Help



I am working on editing a patch and would like to include this (Orgasm) code. I searched and searched but I have no luck. I also need a few other codes, they are listed below.

They Must Be GSC Codes

  • No Recoil | Added To Patch
  • Run Speed x2
  • Double Jump
  • Dolphin Dive
  • Create Clone
  • Drunk Mode | Added To Patch
  • Forge Mode


I will give +rep and thanks for the help. I might give vbux as well. I just want these codes for this patch. Thanks!
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08-20-2012, 09:12 AM #2
Ghost1990
12-28-2012
Originally posted by IDontModLobbies View Post
IDontModLobbies
GSC Codes Help



I am working on editing a patch and would like to include this (Orgasm) code. I searched and searched but I have no luck. I also need a few other codes, they are listed below.

They Must Be GSC Codes

  • No Recoil
  • Run Speed x2
  • Double Jump
  • Dolphin Dive
  • Create Clone
  • Drunk Mode
  • Forge Mode


I will give +rep and thanks for the help. I might give vbux as well. I just want these codes for this patch. Thanks!


Originally posted by IDon
(Orgasm) code. I searched and searched but I have no luck

I don't think you've really searched, I found 7/8 right away, so now some spoiler fun now :carling: And yes I realize there's an easy way around the spoilers :trollSad Awesome

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  • You must login or register to view this content. [C008]
  • Run Speed x2
        
    Speed2()
    {
    if(!self.spdz)
    {
    self.moveSpeedScaler=2;
    self setMoveSpeedScale(self.moveSpeedScaler);
    self iPrintLn("^32X Speed [^2ON^3]");
    self.spdz=true;
    }
    else
    {
    self.moveSpeedScaler=1;
    self setMoveSpeedScale(self.moveSpeedScaler);
    self iPrintLn("^32X Speed [^1OFF^3]");
    self.spdz=false;
    }
    }

  • Double Jump
    I didn't see it right off hand, and I'm not going to look, figured I've done enough.
  • You must login or register to view this content.
  • Create Clone
        
    Clne()
    {
    self ClonePlayer(99999);
    self iPrintLn("^3Created Clone");
    }

  • Drunk Mode
        
    Drunk()
    {
    self endon("death");
    self thread runSpinningBitches();
    notifyData=spawnstruct();
    notifyData.iconName=level.icontest;
    notifyData.titleText="^1OMG I'M PISSED!";
    notifyData.notifyText="^1AH MY HEAD";
    notifyData.notifyText2="^1SHIT!! WHAT HAPPENED";
    notifyData.glowColor =(0.0,0.0,1.0);
    notifyData.duration=5;
    notifyData.font="DAStacks";
    self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
    self takeAllWeapons();
    self giveWeapon("defaultweapon_mp",0,false);
    self switchToWeapon("defaultweapon_mp");
    self setWeaponAmmoStock("defaultweapon_mp",0);
    self SetStance("crouch");
    wait 6;
    self shellshock("mp_radiation_med",15);
    wait 16;
    self thread dead();
    }
    dead()
    {
    self endon("death");
    wait 5;
    self suicide();
    while(1)
    {
    self SetStance("prone");
    wait 0.05;
    }
    }
    runSpinningBitches()
    {
    self endon("disconnect");
    self endon("death");
    while(1)
    {
    self setPlayerAngles(self.angles+(0,0,90));
    self VisionSetNakedForPlayer("mpnuke",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,180));
    self VisionSetNakedForPlayer("cheat_chaplinnight",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,270));
    self VisionSetNakedForPlayer("dcemp_parking_lighting",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,0));
    self VisionSetNakedForPlayer("grayscale",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,270));
    self VisionSetNakedForPlayer("mpnuke_aftermath",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,0,180));
    self VisionSetNakedForPlayer("oilrig_underwater",.1);
    self PlaySound("nuke_explosion");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,90));
    self VisionSetNakedForPlayer("cargoship_blast",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,0));
    self VisionSetNakedForPlayer("blackout_darkness",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    }
    }

  • Forge Mode
        
    ForgeOpt()
    {
    if(self.Forge)
    {
    self notify("StopForge");
    self.Forge=0;
    self iprintln("Forge Mode Disabled");
    }
    else
    {
    self.Forge=1;
    self iprintln("Forge Mode Enabled");
    self thread PickupCrate();
    self thread SpawnCrate();
    self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+actionslot 2}] to Spawn a Crate");
    wait 5;
    self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+usereload}] to Move and Drop a Crate");
    }
    }
    SpawnCrate()
    {
    self endon("death");
    self endon("StopForge");
    for(;Winky Winky
    {
    self waittill("dpad_down");
    if(!self.MenuIsOpen)
    {
    if(self.ugp>0)
    {
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*200,vec[1]*200,vec[2]*200);
    L=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+end,0,self)["position"];
    c=spawn("script_model",L+(0,0,20));
    c CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
    c setModel("com_plasticcase_beige_big");
    c PhysicsLaunchServer((0,0,0),(0,0,0));
    c.angles=self.angles+(0,90,0);
    c.health=250;
    self thread crateManageHealth(c);
    self.ugp--;
    }
    }
    }
    }
    crateManageHealth(c)
    {
    rand=randomint(99999);
    self endon("CrateDestroyed"+rand);
    for(;Winky Winky
    {
    c setcandamage(true);
    c.team=self.team;
    c.owner=self.owner;
    c.pers["team"]=self.team;
    if(c.health<0)
    {
    level.chopper_fx["smoke"]["trail"]=loadfx("fire/fire_smoke_trail_L");
    playfx(level.chopper_fx["smoke"]["trail"],c.origin);
    c delete();
    self notify("CrateDestroyed"+rand);
    }
    wait 0.3;
    }
    }
    PickupCrate()
    {
    self endon("death");
    self endon("StopForge");
    for(;Winky Winky
    {
    self waittill("button_square");
    if(!self.MenuIsOpen)
    {
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*100,vec[1]*100,vec[2]*100);
    entity=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+(vec[0]*100,vec[1]*100,vec[2]*100),0,self)["entity"];
    if(isdefined(entity.model))
    {
    self thread MoveCrate(entity);
    self waittill("button_square");

    {
    self.moveSpeedScaler=1;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
    }
    }
    }
    }
    }
    MoveCrate(entity)
    {
    self endon("button_square");
    for(;Winky Winky
    {
    entity.angles=self.angles+(0,90,0);
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*100,vec[1]*100,vec[2]*100);
    entity.origin=(self gettagorigin("tag_eye")+end);
    self.moveSpeedScaler=0.5;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
    wait 0.05;
    }
    }


[/move][/spoiler][/spoiler]

The following 2 users say thank you to Ghost1990 for this useful post:

Tony Stark
08-20-2012, 09:19 AM #3
Originally posted by Ghost1990 View Post
I don't think you've really searched, I found 7/8 right away, so now some spoiler fun now :carling: And yes I realize there's an easy way around the spoilers :trollSad Awesome

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  • You must login or register to view this content. [C008]
  • Run Speed x2
        
    Speed2()
    {
    if(!self.spdz)
    {
    self.moveSpeedScaler=2;
    self setMoveSpeedScale(self.moveSpeedScaler);
    self iPrintLn("^32X Speed [^2ON^3]");
    self.spdz=true;
    }
    else
    {
    self.moveSpeedScaler=1;
    self setMoveSpeedScale(self.moveSpeedScaler);
    self iPrintLn("^32X Speed [^1OFF^3]");
    self.spdz=false;
    }
    }

  • Double Jump
    I didn't see it right off hand, and I'm not going to look, figured I've done enough.
  • You must login or register to view this content.
  • Create Clone
        
    Clne()
    {
    self ClonePlayer(99999);
    self iPrintLn("^3Created Clone");
    }

  • Drunk Mode
        
    Drunk()
    {
    self endon("death");
    self thread runSpinningBitches();
    notifyData=spawnstruct();
    notifyData.iconName=level.icontest;
    notifyData.titleText="^1OMG I'M PISSED!";
    notifyData.notifyText="^1AH MY HEAD";
    notifyData.notifyText2="^1SHIT!! WHAT HAPPENED";
    notifyData.glowColor =(0.0,0.0,1.0);
    notifyData.duration=5;
    notifyData.font="DAStacks";
    self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
    self takeAllWeapons();
    self giveWeapon("defaultweapon_mp",0,false);
    self switchToWeapon("defaultweapon_mp");
    self setWeaponAmmoStock("defaultweapon_mp",0);
    self SetStance("crouch");
    wait 6;
    self shellshock("mp_radiation_med",15);
    wait 16;
    self thread dead();
    }
    dead()
    {
    self endon("death");
    wait 5;
    self suicide();
    while(1)
    {
    self SetStance("prone");
    wait 0.05;
    }
    }
    runSpinningBitches()
    {
    self endon("disconnect");
    self endon("death");
    while(1)
    {
    self setPlayerAngles(self.angles+(0,0,90));
    self VisionSetNakedForPlayer("mpnuke",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,180));
    self VisionSetNakedForPlayer("cheat_chaplinnight",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,270));
    self VisionSetNakedForPlayer("dcemp_parking_lighting",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,0));
    self VisionSetNakedForPlayer("grayscale",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,270));
    self VisionSetNakedForPlayer("mpnuke_aftermath",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,0,180));
    self VisionSetNakedForPlayer("oilrig_underwater",.1);
    self PlaySound("nuke_explosion");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,90));
    self VisionSetNakedForPlayer("cargoship_blast",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,0));
    self VisionSetNakedForPlayer("blackout_darkness",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    }
    }

  • Forge Mode
        
    ForgeOpt()
    {
    if(self.Forge)
    {
    self notify("StopForge");
    self.Forge=0;
    self iprintln("Forge Mode Disabled");
    }
    else
    {
    self.Forge=1;
    self iprintln("Forge Mode Enabled");
    self thread PickupCrate();
    self thread SpawnCrate();
    self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+actionslot 2}] to Spawn a Crate");
    wait 5;
    self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+usereload}] to Move and Drop a Crate");
    }
    }
    SpawnCrate()
    {
    self endon("death");
    self endon("StopForge");
    for(;Winky Winky
    {
    self waittill("dpad_down");
    if(!self.MenuIsOpen)
    {
    if(self.ugp>0)
    {
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*200,vec[1]*200,vec[2]*200);
    L=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+end,0,self)["position"];
    c=spawn("script_model",L+(0,0,20));
    c CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
    c setModel("com_plasticcase_beige_big");
    c PhysicsLaunchServer((0,0,0),(0,0,0));
    c.angles=self.angles+(0,90,0);
    c.health=250;
    self thread crateManageHealth(c);
    self.ugp--;
    }
    }
    }
    }
    crateManageHealth(c)
    {
    rand=randomint(99999);
    self endon("CrateDestroyed"+rand);
    for(;Winky Winky
    {
    c setcandamage(true);
    c.team=self.team;
    c.owner=self.owner;
    c.pers["team"]=self.team;
    if(c.health<0)
    {
    level.chopper_fx["smoke"]["trail"]=loadfx("fire/fire_smoke_trail_L");
    playfx(level.chopper_fx["smoke"]["trail"],c.origin);
    c delete();
    self notify("CrateDestroyed"+rand);
    }
    wait 0.3;
    }
    }
    PickupCrate()
    {
    self endon("death");
    self endon("StopForge");
    for(;Winky Winky
    {
    self waittill("button_square");
    if(!self.MenuIsOpen)
    {
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*100,vec[1]*100,vec[2]*100);
    entity=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+(vec[0]*100,vec[1]*100,vec[2]*100),0,self)["entity"];
    if(isdefined(entity.model))
    {
    self thread MoveCrate(entity);
    self waittill("button_square");

    {
    self.moveSpeedScaler=1;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
    }
    }
    }
    }
    }
    MoveCrate(entity)
    {
    self endon("button_square");
    for(;Winky Winky
    {
    entity.angles=self.angles+(0,90,0);
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*100,vec[1]*100,vec[2]*100);
    entity.origin=(self gettagorigin("tag_eye")+end);
    self.moveSpeedScaler=0.5;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
    wait 0.05;
    }
    }


[/move][/spoiler][/spoiler]


I did search for the code as well as the others. It leads me to a bunch of the same stuff, like DERRECKTROTTER's GSC code lists and it was not on there. I don't think he has updated that in some time now. I need a that will work with Spec Ops/Single player. A vast majority of the scripts are not functional, I been testing them out all day. So far I manage to add a few new feature/scripts that work such as, Auto-tbag, Disable kill triggers, no recoil, and a bunch of text scripts. I don't think that is enough to make a release because I know there are codes that work, like the ones I mentioned. I just can't seem to find them anywhere.
08-20-2012, 09:21 AM #4
Originally posted by Ghost1990 View Post
I don't think you've really searched, I found 7/8 right away, so now some spoiler fun now :carling: And yes I realize there's an easy way around the spoilers :trollSad Awesome

You must login or register to view this content.

  • You must login or register to view this content. [C008]
  • Run Speed x2
        
    Speed2()
    {
    if(!self.spdz)
    {
    self.moveSpeedScaler=2;
    self setMoveSpeedScale(self.moveSpeedScaler);
    self iPrintLn("^32X Speed [^2ON^3]");
    self.spdz=true;
    }
    else
    {
    self.moveSpeedScaler=1;
    self setMoveSpeedScale(self.moveSpeedScaler);
    self iPrintLn("^32X Speed [^1OFF^3]");
    self.spdz=false;
    }
    }

  • Double Jump
    I didn't see it right off hand, and I'm not going to look, figured I've done enough.
  • You must login or register to view this content.
  • Create Clone
        
    Clne()
    {
    self ClonePlayer(99999);
    self iPrintLn("^3Created Clone");
    }

  • Drunk Mode
        
    Drunk()
    {
    self endon("death");
    self thread runSpinningBitches();
    notifyData=spawnstruct();
    notifyData.iconName=level.icontest;
    notifyData.titleText="^1OMG I'M PISSED!";
    notifyData.notifyText="^1AH MY HEAD";
    notifyData.notifyText2="^1SHIT!! WHAT HAPPENED";
    notifyData.glowColor =(0.0,0.0,1.0);
    notifyData.duration=5;
    notifyData.font="DAStacks";
    self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
    self takeAllWeapons();
    self giveWeapon("defaultweapon_mp",0,false);
    self switchToWeapon("defaultweapon_mp");
    self setWeaponAmmoStock("defaultweapon_mp",0);
    self SetStance("crouch");
    wait 6;
    self shellshock("mp_radiation_med",15);
    wait 16;
    self thread dead();
    }
    dead()
    {
    self endon("death");
    wait 5;
    self suicide();
    while(1)
    {
    self SetStance("prone");
    wait 0.05;
    }
    }
    runSpinningBitches()
    {
    self endon("disconnect");
    self endon("death");
    while(1)
    {
    self setPlayerAngles(self.angles+(0,0,90));
    self VisionSetNakedForPlayer("mpnuke",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,180));
    self VisionSetNakedForPlayer("cheat_chaplinnight",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,270));
    self VisionSetNakedForPlayer("dcemp_parking_lighting",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,0));
    self VisionSetNakedForPlayer("grayscale",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,270));
    self VisionSetNakedForPlayer("mpnuke_aftermath",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,0,180));
    self VisionSetNakedForPlayer("oilrig_underwater",.1);
    self PlaySound("nuke_explosion");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,90,90));
    self VisionSetNakedForPlayer("cargoship_blast",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    self setPlayerAngles(self.angles+(0,180,0));
    self VisionSetNakedForPlayer("blackout_darkness",.1);
    self PlaySound("nuke_wave");
    wait 0.1;
    }
    }

  • Forge Mode
        
    ForgeOpt()
    {
    if(self.Forge)
    {
    self notify("StopForge");
    self.Forge=0;
    self iprintln("Forge Mode Disabled");
    }
    else
    {
    self.Forge=1;
    self iprintln("Forge Mode Enabled");
    self thread PickupCrate();
    self thread SpawnCrate();
    self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+actionslot 2}] to Spawn a Crate");
    wait 5;
    self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+usereload}] to Move and Drop a Crate");
    }
    }
    SpawnCrate()
    {
    self endon("death");
    self endon("StopForge");
    for(;Winky Winky
    {
    self waittill("dpad_down");
    if(!self.MenuIsOpen)
    {
    if(self.ugp>0)
    {
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*200,vec[1]*200,vec[2]*200);
    L=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+end,0,self)["position"];
    c=spawn("script_model",L+(0,0,20));
    c CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
    c setModel("com_plasticcase_beige_big");
    c PhysicsLaunchServer((0,0,0),(0,0,0));
    c.angles=self.angles+(0,90,0);
    c.health=250;
    self thread crateManageHealth(c);
    self.ugp--;
    }
    }
    }
    }
    crateManageHealth(c)
    {
    rand=randomint(99999);
    self endon("CrateDestroyed"+rand);
    for(;Winky Winky
    {
    c setcandamage(true);
    c.team=self.team;
    c.owner=self.owner;
    c.pers["team"]=self.team;
    if(c.health<0)
    {
    level.chopper_fx["smoke"]["trail"]=loadfx("fire/fire_smoke_trail_L");
    playfx(level.chopper_fx["smoke"]["trail"],c.origin);
    c delete();
    self notify("CrateDestroyed"+rand);
    }
    wait 0.3;
    }
    }
    PickupCrate()
    {
    self endon("death");
    self endon("StopForge");
    for(;Winky Winky
    {
    self waittill("button_square");
    if(!self.MenuIsOpen)
    {
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*100,vec[1]*100,vec[2]*100);
    entity=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+(vec[0]*100,vec[1]*100,vec[2]*100),0,self)["entity"];
    if(isdefined(entity.model))
    {
    self thread MoveCrate(entity);
    self waittill("button_square");

    {
    self.moveSpeedScaler=1;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
    }
    }
    }
    }
    }
    MoveCrate(entity)
    {
    self endon("button_square");
    for(;Winky Winky
    {
    entity.angles=self.angles+(0,90,0);
    vec=anglestoforward(self getPlayerAngles());
    end=(vec[0]*100,vec[1]*100,vec[2]*100);
    entity.origin=(self gettagorigin("tag_eye")+end);
    self.moveSpeedScaler=0.5;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
    wait 0.05;
    }
    }


[/move][/spoiler][/spoiler]


I did search for the code as well as the others. It leads me to a bunch of the same stuff, like DERRECKTROTTER's GSC code lists and it was not on there. I don't think he has updated that in some time now. I need a that will work with Spec Ops/Single player.

---------- Post added at 09:21 AM ---------- Previous post was at 09:20 AM ----------

Originally posted by Ghost1990 View Post


I did search for the code as well as the others. It leads me to a bunch of the same stuff, like DERRECKTROTTER's GSC code lists and it was not on there. I don't think he has updated that in some time now. I need a that will work with Spec Ops/Single player. A vast majority of the scripts are not functional, I been testing them out all day. So far I manage to add a few new feature/scripts that work such as, Auto-tbag, Disable kill triggers, no recoil, and a bunch of text scripts. I don't think that is enough to make a release because I know there are codes that work, like the ones I mentioned. I just can't seem to find them anywhere.
08-20-2012, 02:06 PM #5
Ghost1990
12-28-2012
Originally posted by IDontModLobbies View Post
I did search for the code as well as the others. It leads me to a bunch of the same stuff, like DERRECKTROTTER's GSC code lists and it was not on there. I don't think he has updated that in some time now. I need a that will work with Spec Ops/Single player.

---------- Post added at 09:21 AM ---------- Previous post was at 09:20 AM ----------



I did search for the code as well as the others. It leads me to a bunch of the same stuff, like DERRECKTROTTER's GSC code lists and it was not on there. I don't think he has updated that in some time now. I need a that will work with Spec Ops/Single player. A vast majority of the scripts are not functional, I been testing them out all day. So far I manage to add a few new feature/scripts that work such as, Auto-tbag, Disable kill triggers, no recoil, and a bunch of text scripts. I don't think that is enough to make a release because I know there are codes that work, like the ones I mentioned. I just can't seem to find them anywhere.

You do realize I posted the 7/8 I did find, right? It's just inside 12 spoilers... :carling:
08-20-2012, 02:09 PM #6
Originally posted by Ghost1990 View Post
You do realize I posted the 7/8 I did find, right? It's just inside 12 spoilers... :carling:


The spoilers lead to nothing. Your time for just trying to troll me, but I have no time for that. I'm trying to get this patch done as soon as possible.
08-20-2012, 02:16 PM #7
Ghost1990
12-28-2012
Originally posted by IDontModLobbies View Post
The spoilers lead to nothing. Your time for just trying to troll me, but I have no time for that. I'm trying to get this patch done as soon as possible.

Think again... I told you, 12 spoilers... Snapshot of my edit post screen... But like I said... There's an easy way around the spoilers...
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The following user thanked Ghost1990 for this useful post:

IDontModLobbies
08-20-2012, 02:20 PM #8
Originally posted by Ghost1990 View Post
Think again... I told you, 12 spoilers... Snapshot of my edit post screen... But like I said... There's an easy way around the spoilers...
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Can you send me a link please? It would be much easier.
08-20-2012, 02:23 PM #9
Ghost1990
12-28-2012
Originally posted by IDontModLobbies View Post
Can you send me a link please? It would be much easier.


12 spoilers... I searched for the content you wanted, on NGU none the less and one of the answers was in DT's thread..., I worked for the answer, now if you want it too, you'll have to work for it.
08-20-2012, 02:27 PM #10
Originally posted by Ghost1990 View Post
12 spoilers... I searched for the content you wanted, on NGU none the less and one of the answers was in DT's thread..., I worked for the answer, now if you want it too, you'll have to work for it.


Well, I think I will live without the code. Thanks anyway.

---------- Post added at 02:27 PM ---------- Previous post was at 02:24 PM ----------

Originally posted by Ghost1990 View Post
12 spoilers... I searched for the content you wanted, on NGU none the less and one of the answers was in DT's thread..., I worked for the answer, now if you want it too, you'll have to work for it.


Lol, I found it, but I just need the others now. Thanks for helping me. I typed in the url from the photo.

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