Post: Extracted MW3 FF
11-08-2011, 02:06 AM #1
modhacker
Save Point
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maps/mp/mp_seatown_fx.gsc

    main()
{

//ambient fx

// level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
// level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
// level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
// level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );
// level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
// level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );

// level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
// level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );
// level._effect[ "room_dust_200_blend" ] = loadfx( "dust/room_dust_200_blend" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );
level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" );
// level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
// level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
// level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
// level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
level._effect[ "room_dust_200_mp_seatown" ] = loadfx( "dust/room_dust_200_blend_mp_seatown" );
// level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" );
// level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );

// level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
// level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
// level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "seatown_lookout_splash_runner" ] = loadfx( "water/seatown_lookout_splash_runner" );
level._effect[ "seatown_pillar_mist" ] = loadfx( "water/seatown_pillar_mist" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "sea_mist" ] = loadfx( "water/sea_mist" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "room_dust_200_blend_seatown_wind_fast" ] = loadfx( "dust/room_dust_200_blend_seatown_wind_fast" );

/#
if ( getdvar( "clientSideEffects", "1" ) != "1" )
maps\createfx\mp_seatown_fx::main();
#/

}


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The following user groaned modhacker for this awful post:

Docko412
11-11-2011, 10:32 PM #11
Battler624
I’m too L33T
Originally posted by UK
ye,i agree with this statement, but my guess is that there keys are located on the disk with the bdvd loading file, because if you have noticed everygame has the same encryption after the 3.7x update.


thats the eboot encryption if you have a debug eboot (debug eboots aren't encrypted) of a game with 3.7 encyption you just have to encrypt with 3.55 npdrm and you will be able to run the game

sadly only true blue (jailbreak 2) thought of it while i had it in mind but no one said it would work.

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