Post: How Do I Add A Patch In A Patch\
08-23-2012, 04:36 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); pleaase help me add a patch in a patch i will give u hole lots of credit thanks
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08-23-2012, 04:42 AM #2
Kitty=^.^=
Do a barrel roll!
umm its pretty simple just look into lightmodz coding ull figure it out on the 1st time
08-23-2012, 06:12 AM #3
Cliqq
Rasta <3
Yeah can someone post a tut? i would love to know how to do this also
08-23-2012, 03:24 PM #4
spudeeelad
I defeated!
It's not possible to post a tut as such because how to do it would vary on the following things;
1) Whether you're editting an existing patch or starting from scratch
1a) If editting a patch, how to then add a second patch to that patch will vary.
08-23-2012, 04:09 PM #5
This was my first tut :s it may help or it may not :L this is the way I do it anyway.

Okay so I'm going to be doing this with JokerRey's blackrain edit.

So once you have your patch downloaded you will need it in PC format, so you have all the raw files for it Like I do here: You must login or register to view this content.

Once you have all the raw file make a new folder call it anything you want In this tut I will call my folder Blackstorm, now copy everything into your renamed folder (The reason I do this is because it makes the patch alot cleaner having them in folders and not have the gsc's in the same place as your original patch this can cause a few problems). So go ahead and look through the patch for any default/non modified gsc's you can go ahead and delete these is you are sure they are not modified in anyway.

Now what you want to do is go all the gsc's in the folder and rename all the maps\mp to your folder name\maps\mp. So mine would be Blackrain\maps\mp\_utility. Be carefull as some patches have we\love\leachers. and some will just be pwnedgamersdotcomisthesitetojoin::functionhere; or #import pwnedgamersdotcomisthesitetojoin;
You would simply just blackrain\pwnedgamersdotcomisthesitetojoin.

Some will not need changing like (these are some just off the top of my head) :
     
maps\mp\gametypes\_hud_util;
maps\mp\gametypes\_weapons
maps\mp\perks\_perks
maps\mp\gametypes\_playerlogic
maps\mp\gametypes\_damage
maps\mp\gametypes\_persistence
maps\mp\gametypes\_hud_message
maps\mp\killstreaks\_killstreaks
maps\mp\gametypes\_teams


Few example

[img]https://puu.sh/UUTV [/img]
[img]https://puu.sh/UUUj [/img]
[img]https://puu.sh/UUVy [/img]


Then just do this step for every modified gsc (If you get stuck pm me and I will try to help).

Now you should of succesfully renamed it and it should be working if you have done it correct. Then put the folder into your patch you are going to add into
here is what mine looks like [img] [url]https://puu.sh/UUKY[/url] [/img]

Some patches may not have this function so go ahead and add it in anywhere.

     
GTC(G)
{
self thread iPrintln("Changing Game Mode");
wait 1;
setDvar("matchGameType",G);
setDvar("g_password","");
map(getDvar("mapname"));
}


So now you have the game changing code.

to add a patch this is the way I do it.

Go to init() (_missions.gsc)

Add this:
    
if(level.matchGameType=="0")//the default game type.
{
}


here: [img]https://puu.sh/UUCI [/img]

Now to add another game mode simple just add this:
     
else if(level.matchGameType=="")
{

}


Now you can but any number or text in if(level.matchGameType=="Here") //this is to set the game mode type for the GTC code so when you activate it from the menu it loads up from that gametype and not the original patch. (For blackrain I have renamed it to "666".)

So mine would look like this
     
else if(level.matchGameType=="666")
{
//A
}


Now what you wan't to level thread init into the gametype, so that it will load up the gamemode/patch init your adding in instead of the original patch.

Example of mine
     
else if(level.matchGameType=="666")
{
level thread Blackstorm\maps\mp\gametypes\_missions::init();
}


Now once you have done this your init should look something along the lines of this:

[img] [url]https://puu.sh/UUMt[/url] [/img]

Now to thread it into your menu I will just show you how I added mine then just do the same. but not all menus are lated out like this.

     
this is how to do it for dconnors menu base (RDC/Blackrain/DT)

menu.name[14]="DT Blackstorm";//Obciously the name of the patch/gamemode
menu.function[14]=::GTC;//the game change function
menu.input[14]="666"; //the gametype number

this is how it's done in project reload
self AddMenuAction( "SubMenu_11b", 4, "DT Blackstorm", ::GTC, "666" );


If you are trying to add in a patch that has got in missions.
    
if(level.matchGameType=="0")

You would need to change it to the number/letter of the gametype it is.

So for blackrain I had to change it in these places:
Init
You must login or register to view this content.
on player connect
You must login or register to view this content.
On player spawned
You must login or register to view this content.

So what I basicly done was change if(level.matchGameType=="0") to if(level.matchGameType=="666") In blackstorm missions.

Sorry if this is tutorial is poor or not in depth enough this is my first time writing a tutorial.



Or another method thanks Yardsale
Put This Anywhere:
    
StartGameMode(type)
{
if(self getEntityNumber()!=0)
{
self iPrintln("^3You Cannot Do This!");
}
else
{
setDvar("gametypez", type);
if(type==""){self thread EndGameMessage("^1"+level.hostname+" ^7Loaded ^2The Yardsale Patch v7");}else{self thread EndGameMessage("^1"+level.hostname+" ^7Loaded ^2"+type);}
wait 0.5;
}
}
EndGameMessage(string)
{
self endon("disconnect");
for(i=0;i<level.players.size;i++)
{
players=level.players[i];
level thread maps\mp\gametypes\_globallogic::endGame(players,string );
}
}


And Use This Function Like This:
(Obviously Note You Prob Won't Be Using AddMenuAction Function)
    
self AddMenuAction( "Game Modes", 0, "King Of The Hill", ::StartGameMode, "King Of The Hill" );
self AddMenuAction( "Game Modes", 1, "Zombieland v5", ::StartGameMode, "Zombieland v5" );
self AddMenuAction( "Game Modes", 2, "QuickSilver's Menu", ::StartGameMode, "QuickSilver's Menu" );
self AddMenuAction( "Game Modes", 3, "Optimus Pine v1", ::StartGameMode, "Optimus Pine v1" );
self AddMenuAction( "Game Modes", 4, "Karoolus v3", ::StartGameMode, "Karoolus v3" );

Then Check It Like This ( Under init() ):

    
if(getDvar("gametypez")=="King Of The Hill")
{
level thread _Jake::init();
}
if(getDvar("gametypez")=="Zombieland v5")
{
level thread maps\mp\gametypes\_weapons1::init();
}
if(getDvar("gametypez")=="QuickSilver's Menu")
{
level thread _QuickSilver::quick_init();
}
if(getDvar("gametypez")=="Optimus Pine v1")
{
level thread _Pine::Pine_init();
}
if(getDvar("gametypez")=="Karoolus v3")
{
level thread mods\karoolus\_rank::karoolus_init();
}

The following 4 users say thank you to Vampytwistッ for this useful post:

Cliqq, haccxx, Kitty=^.^=, tooper3
08-23-2012, 11:47 PM #6
haccxx
Do a barrel roll!
Originally posted by vampehtwist View Post
This was my first tut :s it may help or it may not :L this is the way I do it anyway.

Okay so I'm going to be doing this with JokerRey's blackrain edit.

So once you have your patch downloaded you will need it in PC format, so you have all the raw files for it Like I do here: You must login or register to view this content.

Once you have all the raw file make a new folder call it anything you want In this tut I will call my folder Blackstorm, now copy everything into your renamed folder (The reason I do this is because it makes the patch alot cleaner having them in folders and not have the gsc's in the same place as your original patch this can cause a few problems). So go ahead and look through the patch for any default/non modified gsc's you can go ahead and delete these is you are sure they are not modified in anyway.

Now what you want to do is go all the gsc's in the folder and rename all the maps\mp to your folder name\maps\mp. So mine would be Blackrain\maps\mp\_utility. Be carefull as some patches have we\love\leachers. and some will just be pwnedgamersdotcomisthesitetojoin::functionhere; or #import pwnedgamersdotcomisthesitetojoin;
You would simply just blackrain\pwnedgamersdotcomisthesitetojoin.

Some will not need changing like (these are some just off the top of my head) :
     
maps\mp\gametypes\_hud_util;
maps\mp\gametypes\_weapons
maps\mp\perks\_perks
maps\mp\gametypes\_playerlogic
maps\mp\gametypes\_damage
maps\mp\gametypes\_persistence
maps\mp\gametypes\_hud_message
maps\mp\killstreaks\_killstreaks
maps\mp\gametypes\_teams


Few example

[img]https://puu.sh/UUTV [/img]
[img]https://puu.sh/UUUj [/img]
[img]https://puu.sh/UUVy [/img]


Then just do this step for every modified gsc (If you get stuck pm me and I will try to help).

Now you should of succesfully renamed it and it should be working if you have done it correct. Then put the folder into your patch you are going to add into
here is what mine looks like [img] [url]https://puu.sh/UUKY[/url] [/img]

Some patches may not have this function so go ahead and add it in anywhere.

     
GTC(G)
{
self thread iPrintln("Changing Game Mode");
wait 1;
setDvar("matchGameType",G);
setDvar("g_password","");
map(getDvar("mapname"));
}


So now you have the game changing code.

to add a patch this is the way I do it.

Go to init() (_missions.gsc)

Add this:
    
if(level.matchGameType=="0")//the default game type.
{
}


here: [img]https://puu.sh/UUCI [/img]

Now to add another game mode simple just add this:
     
else if(level.matchGameType=="")
{

}


Now you can but any number or text in if(level.matchGameType=="Here") //this is to set the game mode type for the GTC code so when you activate it from the menu it loads up from that gametype and not the original patch. (For blackrain I have renamed it to "666".)

So mine would look like this
     
else if(level.matchGameType=="666")
{
//A
}


Now what you wan't to level thread init into the gametype, so that it will load up the gamemode/patch init your adding in instead of the original patch.

Example of mine
     
else if(level.matchGameType=="666")
{
level thread Blackstorm\maps\mp\gametypes\_missions::init();
}


Now once you have done this your init should look something along the lines of this:

[img] [url]https://puu.sh/UUMt[/url] [/img]

Now to thread it into your menu I will just show you how I added mine then just do the same. but not all menus are lated out like this.

     
this is how to do it for dconnors menu base (RDC/Blackrain/DT)

menu.name[14]="DT Blackstorm";//Obciously the name of the patch/gamemode
menu.function[14]=::GTC;//the game change function
menu.input[14]="666"; //the gametype number

this is how it's done in project reload
self AddMenuAction( "SubMenu_11b", 4, "DT Blackstorm", ::GTC, "666" );


If you are trying to add in a patch that has got in missions.
    
if(level.matchGameType=="0")

You would need to change it to the number/letter of the gametype it is.

So for blackrain I had to change it in these places:
Init
You must login or register to view this content.
on player connect
You must login or register to view this content.
On player spawned
You must login or register to view this content.

So what I basicly done was change if(level.matchGameType=="0") to if(level.matchGameType=="666") In blackstorm missions.

Sorry if this is tutorial is poor or not in depth enough this is my first time writing a tutorial.



Or another method thanks Yardsale
Put This Anywhere:
    
StartGameMode(type)
{
if(self getEntityNumber()!=0)
{
self iPrintln("^3You Cannot Do This!");
}
else
{
setDvar("gametypez", type);
if(type==""){self thread EndGameMessage("^1"+level.hostname+" ^7Loaded ^2The Yardsale Patch v7");}else{self thread EndGameMessage("^1"+level.hostname+" ^7Loaded ^2"+type);}
wait 0.5;
}
}
EndGameMessage(string)
{
self endon("disconnect");
for(i=0;i<level.players.size;i++)
{
players=level.players[i];
level thread maps\mp\gametypes\_globallogic::endGame(players,string );
}
}


And Use This Function Like This:
(Obviously Note You Prob Won't Be Using AddMenuAction Function)
    
self AddMenuAction( "Game Modes", 0, "King Of The Hill", ::StartGameMode, "King Of The Hill" );
self AddMenuAction( "Game Modes", 1, "Zombieland v5", ::StartGameMode, "Zombieland v5" );
self AddMenuAction( "Game Modes", 2, "QuickSilver's Menu", ::StartGameMode, "QuickSilver's Menu" );
self AddMenuAction( "Game Modes", 3, "Optimus Pine v1", ::StartGameMode, "Optimus Pine v1" );
self AddMenuAction( "Game Modes", 4, "Karoolus v3", ::StartGameMode, "Karoolus v3" );

Then Check It Like This ( Under init() ):

    
if(getDvar("gametypez")=="King Of The Hill")
{
level thread _Jake::init();
}
if(getDvar("gametypez")=="Zombieland v5")
{
level thread maps\mp\gametypes\_weapons1::init();
}
if(getDvar("gametypez")=="QuickSilver's Menu")
{
level thread _QuickSilver::quick_init();
}
if(getDvar("gametypez")=="Optimus Pine v1")
{
level thread _Pine::Pine_init();
}
if(getDvar("gametypez")=="Karoolus v3")
{
level thread mods\karoolus\_rank::karoolus_init();
}


How extract a pc format?
08-24-2012, 04:39 AM #7
Originally posted by KushKing505 View Post
Yeah can someone post a tut? i would love to know how to do this also


what i did was just add a menu to tactical so ur menu is on defult and u just add another menu and Functions and have defult on your patch to (1 menu opens in Defult and the other in tactical) thats wat i done and it works Happy
09-04-2012, 08:45 PM #8
haccxx
Do a barrel roll!
How extract a pc format?
09-06-2012, 05:04 PM #9
Originally posted by vampehtwist View Post
This was my first tut :s it may help or it may not :L this is the way I do it anyway.

Okay so I'm going to be doing this with JokerRey's blackrain edit.

So once you have your patch downloaded you will need it in PC format, so you have all the raw files for it Like I do here: You must login or register to view this content.
Once you have all the raw file make a new folder call it anything you want In this tut I will call my folder Blackstorm, now copy everything into your renamed folder (The reason I do this is because it makes the patch alot cleaner having them in folders and not have the gsc's in the same place as your original patch this can cause a few problems). So go ahead and look through the patch for any default/non modified gsc's you can go ahead and delete these is you are sure they are not modified in anyway.

Now what you want to do is go all the gsc's in the folder and rename all the maps\mp to your folder name\maps\mp. So mine would be Blackrain\maps\mp\_utility. Be carefull as some patches have we\love\leachers. and some will just be pwnedgamersdotcomisthesitetojoin::functionhere; or #import pwnedgamersdotcomisthesitetojoin;
You would simply just blackrain\pwnedgamersdotcomisthesitetojoin.

Some will not need changing like (these are some just off the top of my head) :
     
maps\mp\gametypes\_hud_util;
maps\mp\gametypes\_weapons
maps\mp\perks\_perks
maps\mp\gametypes\_playerlogic
maps\mp\gametypes\_damage
maps\mp\gametypes\_persistence
maps\mp\gametypes\_hud_message
maps\mp\killstreaks\_killstreaks
maps\mp\gametypes\_teams


Few example

[img]https://puu.sh/UUTV [/img]
[img]https://puu.sh/UUUj [/img]
[img]https://puu.sh/UUVy [/img]


Then just do this step for every modified gsc (If you get stuck pm me and I will try to help).

Now you should of succesfully renamed it and it should be working if you have done it correct. Then put the folder into your patch you are going to add into
here is what mine looks like [img] [url]https://puu.sh/UUKY[/url] [/img]

Some patches may not have this function so go ahead and add it in anywhere.

     
GTC(G)
{
self thread iPrintln("Changing Game Mode");
wait 1;
setDvar("matchGameType",G);
setDvar("g_password","");
map(getDvar("mapname"));
}


So now you have the game changing code.

to add a patch this is the way I do it.

Go to init() (_missions.gsc)

Add this:
    
if(level.matchGameType=="0")//the default game type.
{
}


here: [img]https://puu.sh/UUCI [/img]

Now to add another game mode simple just add this:
     
else if(level.matchGameType=="")
{

}


Now you can but any number or text in if(level.matchGameType=="Here") //this is to set the game mode type for the GTC code so when you activate it from the menu it loads up from that gametype and not the original patch. (For blackrain I have renamed it to "666".)

So mine would look like this
     
else if(level.matchGameType=="666")
{
//A
}


Now what you wan't to level thread init into the gametype, so that it will load up the gamemode/patch init your adding in instead of the original patch.

Example of mine
     
else if(level.matchGameType=="666")
{
level thread Blackstorm\maps\mp\gametypes\_missions::init();
}


Now once you have done this your init should look something along the lines of this:

[img] [url]https://puu.sh/UUMt[/url] [/img]

Now to thread it into your menu I will just show you how I added mine then just do the same. but not all menus are lated out like this.

     
this is how to do it for dconnors menu base (RDC/Blackrain/DT)

menu.name[14]="DT Blackstorm";//Obciously the name of the patch/gamemode
menu.function[14]=::GTC;//the game change function
menu.input[14]="666"; //the gametype number

this is how it's done in project reload
self AddMenuAction( "SubMenu_11b", 4, "DT Blackstorm", ::GTC, "666" );


If you are trying to add in a patch that has got in missions.
    
if(level.matchGameType=="0")

You would need to change it to the number/letter of the gametype it is.

So for blackrain I had to change it in these places:
Init
You must login or register to view this content.
on player connect
You must login or register to view this content.
On player spawned
You must login or register to view this content.

So what I basicly done was change if(level.matchGameType=="0") to if(level.matchGameType=="666") In blackstorm missions.

Sorry if this is tutorial is poor or not in depth enough this is my first time writing a tutorial.



Or another method thanks Yardsale
Put This Anywhere:
    
StartGameMode(type)
{
if(self getEntityNumber()!=0)
{
self iPrintln("^3You Cannot Do This!");
}
else
{
setDvar("gametypez", type);
if(type==""){self thread EndGameMessage("^1"+level.hostname+" ^7Loaded ^2The Yardsale Patch v7");}else{self thread EndGameMessage("^1"+level.hostname+" ^7Loaded ^2"+type);}
wait 0.5;
}
}
EndGameMessage(string)
{
self endon("disconnect");
for(i=0;i<level.players.size;i++)
{
players=level.players[i];
level thread maps\mp\gametypes\_globallogic::endGame(players,string );
}
}


And Use This Function Like This:
(Obviously Note You Prob Won't Be Using AddMenuAction Function)
    
self AddMenuAction( "Game Modes", 0, "King Of The Hill", ::StartGameMode, "King Of The Hill" );
self AddMenuAction( "Game Modes", 1, "Zombieland v5", ::StartGameMode, "Zombieland v5" );
self AddMenuAction( "Game Modes", 2, "QuickSilver's Menu", ::StartGameMode, "QuickSilver's Menu" );
self AddMenuAction( "Game Modes", 3, "Optimus Pine v1", ::StartGameMode, "Optimus Pine v1" );
self AddMenuAction( "Game Modes", 4, "Karoolus v3", ::StartGameMode, "Karoolus v3" );

Then Check It Like This ( Under init() ):

    
if(getDvar("gametypez")=="King Of The Hill")
{
level thread _Jake::init();
}
if(getDvar("gametypez")=="Zombieland v5")
{
level thread maps\mp\gametypes\_weapons1::init();
}
if(getDvar("gametypez")=="QuickSilver's Menu")
{
level thread _QuickSilver::quick_init();
}
if(getDvar("gametypez")=="Optimus Pine v1")
{
level thread _Pine::Pine_init();
}
if(getDvar("gametypez")=="Karoolus v3")
{
level thread mods\karoolus\_rank::karoolus_init();
}



Help Me I Still Dont Get You Im Not Edititng A PAtch Im Making It From Scratch With iPROFamily Menu Base SO Yea Plz Reply

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