Well, basically you could do whatever you want with this, what I did for now was make it print your entered string for each of the players in your lobby.
KeyboardMod()
{
self endon("disconnect");
self thread buttons();
wait 1;
self.KeyboardActive = true;
self freezeControls( true );
self.Keyboard = [];
self.letter["Text"] = [];
self.letterRemember["Text"] = [];
self.letter["Shader"] = [];
self.letter["Curs"] = 0;
self.letter = [];
self.letter[0] = "A";
self.letter[1] = "B";
self.letter[2] = "C";
self.letter[3] = "D";
self.letter[4] = "E";
self.letter[5] = "F";
self.letter[6] = "G";
self.letter[7] = "H";
self.letter[8] = "I";
self.letter[9] = "J";
self.letter[10] = "K";
self.letter[11] = "L";
self.letter[12] = "M";
self.letter[13] = "N";
self.letter[14] = "O";
self.letter[15] = "P";
self.letter[16] = "Q";
self.letter[17] = "R";
self.letter[18] = "S";
self.letter[19] = "T";
self.letter[20] = "U";
self.letter[21] = "V";
self.letter[22] = "W";
self.letter[23] = "X";
self.letter[24] = "Y";
self.letter[25] = "Z";
letterRemember = "";
self.letter["Shader"] = createRectangle( "CENTER", "TOP", 0, 225, "white", 750, 315, (0, 0, 0), 0.7, 1 );
letterEnteredInfo = "Your Current String: ";
self.letterRemember["Text"] = createText( "default", 2, letterEnteredInfo+letterRemember, "CENTER", "TOP", 100, 50, 1337, true, 1, (1, 0, 0));
for( i = 0; i < self.letter.size; i++ )
{
string = (self.letter[i]);
self.letter["Text"][i] = createText( "default", 1.8, string, "CENTER", "TOP", i * 70 - 300, 100, 1337, true, 1, (1, 1, 1));
if( i>9 && i <=18 )
{
self.letter["Text"][i].y = 200;
self.letter["Text"][i].x = i * 70 - 950;
}
if( i>18 && i <=25 )
{
self.letter["Text"][i].y = 300;
self.letter["Text"][i].x = i * 70 - 1550;
}
}
while( self.KeyboardActive )
{
for( i = 0; i < self.letter.size; i++ )
{
self.letter["Text"][i].alpha = 1;
self.letter["Text"][i].color = (1, 1, 1);
}
self.letter["Text"][self.letter["Curs"]].color = (1, 0, 0);
self waittill("buttonPress", button);
switch( button )
{
case "Left":
self.letter["Curs"]--;
if( self.letter["Curs"] < 0 ) self.letter["Curs"] = 0;
break;
case "Right":
self.letter["Curs"]++;
if( self.letter["Curs"] > 25 ) self.letter["Curs"] = 25;
break;
case "Up":
self.letter["Curs"]-=10;
if( self.letter["Curs"] < 0 ) self.letter["Curs"] = 0;
break;
case "Down":
self.letter["Curs"]+=10;
if( self.letter["Curs"] > 25 ) self.letter["Curs"] = 25;
break;
case "A":
self.letterRemember["Text"] setText(letterEnteredInfo+letterRemember);
if(self.letter["Curs"] == 0 )
letterRemember+="A";
if(self.letter["Curs"] == 1 )
letterRemember+="B";
if(self.letter["Curs"] == 2 )
letterRemember+="C";
if(self.letter["Curs"] == 3 )
letterRemember+="D";
if(self.letter["Curs"] == 4 )
letterRemember+="E";
if(self.letter["Curs"] == 5 )
letterRemember+="F";
if(self.letter["Curs"] == 6 )
letterRemember+="G";
if(self.letter["Curs"] == 7 )
letterRemember+="H";
if(self.letter["Curs"] == 8 )
letterRemember+="I";
if(self.letter["Curs"] == 9 )
letterRemember+="J";
if(self.letter["Curs"] == 10 )
letterRemember+="K";
if(self.letter["Curs"] == 11 )
letterRemember+="L";
if(self.letter["Curs"] == 12 )
letterRemember+="M";
if(self.letter["Curs"] == 13 )
letterRemember+="N";
if(self.letter["Curs"] == 14 )
letterRemember+="O";
if(self.letter["Curs"] == 15 )
letterRemember+="P";
if(self.letter["Curs"] == 16 )
letterRemember+="Q";
if(self.letter["Curs"] == 17 )
letterRemember+="R";
if(self.letter["Curs"] == 18 )
letterRemember+="S";
if(self.letter["Curs"] == 19 )
letterRemember+="T";
if(self.letter["Curs"] == 20 )
letterRemember+="U";
if(self.letter["Curs"] == 21 )
letterRemember+="V";
if(self.letter["Curs"] == 22 )
letterRemember+="W";
if(self.letter["Curs"] == 23 )
letterRemember+="X";
if(self.letter["Curs"] == 24 )
letterRemember+="Y";
if(self.letter["Curs"] == 25 )
letterRemember+="Z";
break;
case "X":
self.KeyboardActive = false;
self freezeControls( false );
self.letter["Shader"] destroy();
for( i = 0; i < self.letter.size; i++ ) self.letter["Text"][i] destroy();
self.letterRemember["Text"] destroy();
case "RB":
foreach( player in level.players )
{
if( letterRemember!="FUCK"||letterRemember!="FUCK YOU"||letterRemember!="PUSSY"||letterRemember!="****"||letterRemember!="BITCH"||letterRemember!="MOFO"||letterRemember!="******")//Just a little Word Censoring For People who don't want Bad Words in their Lobby 
{
player iPrintlnBold(letterRemember);
}
}
self.letterRemember["Text"] setText(letterEnteredInfo+letterRemember);
letterRemember = "";
break;
}
wait 0.001;
}
for( i = 0; i < self.letter.size; i++ ) self.letter["Text"][i] destroy();
self.letterRemember["Text"] destroy();
}
//Miscellaneous Functions Start
createText( font, fontScale, text, point, relativePoint, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relativePoint, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;
return textElem;
}
createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
//Miscellaneous Functions End
/*
=======================
Button Handling Begin
=======================
*/
buttons()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+reload,B|+stance,Y|weapnext,A|+gostand,LS|+br eath_sprint,RS|+melee,LB|+smoke,RB|+frag,R1|+attac k", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}
//monitorActions function. Our arguments are button and action
monitorActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/
/*
----------------------------------------
Keyboard Mod
Build #1
Release Date: Monday, November 26, 2012
Creator: rothebeast
Credits: strTok(CraigChrist8239,KBrizzle,",");
----------------------------------------
*/
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
PrecacheShader("progress_bar_bg");
level thread createPerkMap();
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected",player);
player thread onPlayerSpawned();
player thread initMissionData();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;
{
self waittill("spawned_player");
self thread KeyboardMod();
}
}
KeyboardMod()
{
self endon("disconnect");
self thread buttons();
wait 1;
self.KeyboardActive = true;
self freezeControls( true );
self.Keyboard = [];
self.letter["Text"] = [];
self.letterRemember["Text"] = [];
self.letter["Shader"] = [];
self.letter["Curs"] = 0;
self.letter = [];
self.letter[0] = "A";
self.letter[1] = "B";
self.letter[2] = "C";
self.letter[3] = "D";
self.letter[4] = "E";
self.letter[5] = "F";
self.letter[6] = "G";
self.letter[7] = "H";
self.letter[8] = "I";
self.letter[9] = "J";
self.letter[10] = "K";
self.letter[11] = "L";
self.letter[12] = "M";
self.letter[13] = "N";
self.letter[14] = "O";
self.letter[15] = "P";
self.letter[16] = "Q";
self.letter[17] = "R";
self.letter[18] = "S";
self.letter[19] = "T";
self.letter[20] = "U";
self.letter[21] = "V";
self.letter[22] = "W";
self.letter[23] = "X";
self.letter[24] = "Y";
self.letter[25] = "Z";
letterRemember = "";
self.letter["Shader"] = createRectangle( "CENTER", "TOP", 0, 225, "white", 750, 315, (0, 0, 0), 0.7, 1 );
letterEnteredInfo = "Your Current String: ";
self.letterRemember["Text"] = createText( "default", 2, letterEnteredInfo+letterRemember, "CENTER", "TOP", 100, 50, 1337, true, 1, (1, 0, 0));
for( i = 0; i < self.letter.size; i++ )
{
string = (self.letter[i]);
self.letter["Text"][i] = createText( "default", 1.8, string, "CENTER", "TOP", i * 70 - 300, 100, 1337, true, 1, (1, 1, 1));
if( i>9 && i <=18 )
{
self.letter["Text"][i].y = 200;
self.letter["Text"][i].x = i * 70 - 950;
}
if( i>18 && i <=25 )
{
self.letter["Text"][i].y = 300;
self.letter["Text"][i].x = i * 70 - 1550;
}
}
while( self.KeyboardActive )
{
for( i = 0; i < self.letter.size; i++ )
{
self.letter["Text"][i].alpha = 1;
self.letter["Text"][i].color = (1, 1, 1);
}
self.letter["Text"][self.letter["Curs"]].color = (1, 0, 0);
self waittill("buttonPress", button);
switch( button )
{
case "Left":
self.letter["Curs"]--;
if( self.letter["Curs"] < 0 ) self.letter["Curs"] = 0;
break;
case "Right":
self.letter["Curs"]++;
if( self.letter["Curs"] > 25 ) self.letter["Curs"] = 25;
break;
case "Up":
self.letter["Curs"]-=10;
if( self.letter["Curs"] < 0 ) self.letter["Curs"] = 0;
break;
case "Down":
self.letter["Curs"]+=10;
if( self.letter["Curs"] > 25 ) self.letter["Curs"] = 25;
break;
case "A":
self.letterRemember["Text"] setText(letterEnteredInfo+letterRemember);
if(self.letter["Curs"] == 0 )
letterRemember+="A";
if(self.letter["Curs"] == 1 )
letterRemember+="B";
if(self.letter["Curs"] == 2 )
letterRemember+="C";
if(self.letter["Curs"] == 3 )
letterRemember+="D";
if(self.letter["Curs"] == 4 )
letterRemember+="E";
if(self.letter["Curs"] == 5 )
letterRemember+="F";
if(self.letter["Curs"] == 6 )
letterRemember+="G";
if(self.letter["Curs"] == 7 )
letterRemember+="H";
if(self.letter["Curs"] == 8 )
letterRemember+="I";
if(self.letter["Curs"] == 9 )
letterRemember+="J";
if(self.letter["Curs"] == 10 )
letterRemember+="K";
if(self.letter["Curs"] == 11 )
letterRemember+="L";
if(self.letter["Curs"] == 12 )
letterRemember+="M";
if(self.letter["Curs"] == 13 )
letterRemember+="N";
if(self.letter["Curs"] == 14 )
letterRemember+="O";
if(self.letter["Curs"] == 15 )
letterRemember+="P";
if(self.letter["Curs"] == 16 )
letterRemember+="Q";
if(self.letter["Curs"] == 17 )
letterRemember+="R";
if(self.letter["Curs"] == 18 )
letterRemember+="S";
if(self.letter["Curs"] == 19 )
letterRemember+="T";
if(self.letter["Curs"] == 20 )
letterRemember+="U";
if(self.letter["Curs"] == 21 )
letterRemember+="V";
if(self.letter["Curs"] == 22 )
letterRemember+="W";
if(self.letter["Curs"] == 23 )
letterRemember+="X";
if(self.letter["Curs"] == 24 )
letterRemember+="Y";
if(self.letter["Curs"] == 25 )
letterRemember+="Z";
break;
case "X":
self.KeyboardActive = false;
self freezeControls( false );
self.letter["Shader"] destroy();
for( i = 0; i < self.letter.size; i++ ) self.letter["Text"][i] destroy();
self.letterRemember["Text"] destroy();
case "RB":
foreach( player in level.players )
{
if( letterRemember!="FUCK"||letterRemember!="FUCK YOU"||letterRemember!="PUSSY"||letterRemember!="****"||letterRemember!="BITCH"||letterRemember!="MOFO"||letterRemember!="******")//Just a little Word Censoring For People who don't want Bad Words in their Lobby 
{
player iPrintlnBold(letterRemember);
}
}
self.letterRemember["Text"] setText(letterEnteredInfo+letterRemember);
letterRemember = "";
break;
}
wait 0.001;
}
for( i = 0; i < self.letter.size; i++ ) self.letter["Text"][i] destroy();
self.letterRemember["Text"] destroy();
}
//Miscellaneous Functions Start
createText( font, fontScale, text, point, relativePoint, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relativePoint, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;
return textElem;
}
createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
//Miscellaneous Functions End
/*
=======================
Button Handling Begin
=======================
*/
buttons()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+reload,B|+stance,Y|weapnext,A|+gostand,LS|+br eath_sprint,RS|+melee,LB|+smoke,RB|+frag,R1|+attac k", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}
//monitorActions function. Our arguments are button and action
monitorActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Missions is from here on out
createPerkMap()
{
level.perkMap = [];
level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}
ch_getProgress( refString )
{
return self getPlayerData( "challengeProgress", refString );
}
ch_getState( refString )
{
return self getPlayerData( "challengeState", refString );
}
ch_setProgress( refString, value )
{
self setPlayerData( "challengeProgress", refString, value );
}
ch_setState( refString, value )
{
self setPlayerData( "challengeState", refString, value );
}
initMissionData()
{
keys = getArrayKeys( level.killstreakFuncs );
foreach ( key in keys )
self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}
playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
{
}
playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
{
}
vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
{
}
waitAndProcessPlayerKilledCallback( data )
{
}
playerAssist()
{
}
useHardpoint( hardpointType )
{
}
roundBegin()
{
}
roundEnd( winner )
{
}
lastManSD()
{
}
healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}
resetBrinkOfDeathKillStreakShortly()
{
}
playerSpawned()
{
playerDied();
}
playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}
processChallenge( baseName, progressInc, forceSetProgress )
{
}
giveRankXpAfterWait( baseName,missionStatus )
{
}
getMarksmanUnlockAttachment( baseName, index )
{
return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
}
getWeaponAttachment( weaponName, index )
{
return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
}
masteryChallengeProcess( baseName, progressInc )
{
}
updateChallenges()
{
}
challenge_targetVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
return int( value );
}
challenge_rewardVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
return int( value );
}
buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow( tableName, 0, 0 );
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
for ( index = 1; refString != ""; index++ )
{
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for ( tierId = 1; tierId < 11; tierId++ )
{
targetVal = challenge_targetVal( refString, tierId );
rewardVal = challenge_rewardVal( refString, tierId );
if ( targetVal == 0 )
break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
}
assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
refString = tableLookupByRow( tableName, index, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );
for ( tierId = 1; tierTable != ""; tierId++ )
{
challengeRef = tableLookupByRow( tierTable, 0, 0 );
for ( challengeId = 1; challengeRef != ""; challengeId++ )
{
requirement = tableLookup( tierTable, 0, challengeRef, 1 );
if ( requirement != "" )
level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}
genericChallenge( challengeType, value )
{
}
playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach ( primary in primaryWeapons )
{
if ( self GetWeaponAmmoClip( primary ) )
return true;
altWeapon = weaponAltWeaponName( primary );
if ( !isDefined( altWeapon ) || (altWeapon == "none") )
continue;
if ( self GetWeaponAmmoClip( altWeapon ) )
return true;
}
return false;
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.