Post: mappack2..3rd zombie modded patch
11-03-2010, 08:56 PM #1
killer007
Gym leader
(adsbygoogle = window.adsbygoogle || []).push({}); Mappack2 3rd zombie map modded patch...ps3
godmode, speed, lots of points at start, max ammo..

I just did this really quick. hopefully somebody can find spaces to add more codes to it.. and share...

thanks karoolus for code... ( I got it from one of his patch!!!!)

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new patch 3 zombie map with ufo and god mode
prone+ L1 for god.........crouch+R2 for ufo R1 to fly up L2 to fly down
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Hawkin, Redfield, rook14368, w8t4it
11-04-2010, 04:56 PM #11
killer007
Gym leader
Originally posted by Karoolus View Post
idea n° 1:
vec = anglestoforward(self getPlayerAngles());
do you have the anglestoforward function in your gsc ? it need that function to work

idea n° 2:
self linkto() gave me errors before, so idk about that :p


ok thanks.. I give up.. just use your ufo code.. works great!!!!!!
11-04-2010, 06:48 PM #12
JaMbO
In Need Of Money
ok so am i only one getting file temp unavailable
11-04-2010, 07:06 PM #13
killer007
Gym leader
Originally posted by jambo834429 View Post
ok so am i only one getting file temp unavailable


it works now cos I just uploaded a new patch a few mins ago with ufo on it
wait for 20 mins I upload the wrong patch


Ok it's fix now... I upload a new patch with working ufo on it... should let you download it in few mins
11-04-2010, 08:59 PM #14
ok quick question i've been trying to mod the zombie patches, finally succeeded making it load up, problem is everything is normal except for the points and when you kill a zombie he floats up...wtf?!?! nothing else i injected like supersprint or jump works :( what am i doing wrong?
11-04-2010, 09:36 PM #15
killer007
Gym leader
Originally posted by idm0910 View Post
ok quick question i've been trying to mod the zombie patches, finally succeeded making it load up, problem is everything is normal except for the points and when you kill a zombie he floats up...wtf?!?! nothing else i injected like supersprint or jump works :( what am i doing wrong?

You should upload the patch for people to check it? What map are trying to mod?
Maybe you did the codes into the right places
11-04-2010, 10:21 PM #16
everytime i edit and packzip the 0000000e.dat it gets stuck on the loading screen. when the 0000da44.dat and the 000085c1.dat are edited and packziped, everything works fine but most of the mods in these two files aren't active. the 0000000e.dat is giving me a problem. is there a checksum on that file or what?

i will upload the patch later if i can't manage to fix it. and i'm only trying the first zombie map so far just to get a feel for it.
11-04-2010, 11:10 PM #17
killer007
Gym leader
Originally posted by idm0910 View Post
everytime i edit and packzip the 0000000e.dat it gets stuck on the loading screen. when the 0000da44.dat and the 000085c1.dat are edited and packziped, everything works fine but most of the mods in these two files aren't active. the 0000000e.dat is giving me a problem. is there a checksum on that file or what?

i will upload the patch later if i can't manage to fix it. and i'm only trying the first zombie map so far just to get a feel for it.


hey sounds like you making the job harder then it really is.!!!!!!
map1 00085c1.dat patch.ff
map2 000170b7.dat patch.ff
map3 00035df2.dat zombie_sumpf_patch.ff
map4 0002c6e7.dat zombie_factory_patch.ff

they are the only .dat files that you need to play with....

no need to find the gsc or anything like..
example: modding zombie map# 4
offzip the zombie_factory_patch
open 0002c6e7.dat with notepad+
delete comments, make single spaces( thats how you make more room so you can + your code into the patch.)
the file size has to be the same size when you finish editing the dat file...... it has to be 65536file size
packzip it back into the patch
and test you are done!!! easy... easier then MW2

NO NEED TO WORRY ABOUT THE OFFSETS OR FINDING THE GSC.... JUST MAKE SURE THAT .DAT FILE IS THE SAME SIZE AS BEFORE YOU + THE MODS INTO IT... (65,536)THAT'S HOW BIG YOUR FILE HAS TO BE AND MAKE SURE YOUR CODE IS IN THE RIGHT PLACES
11-04-2010, 11:41 PM #18
Originally posted by killer007 View Post
hey sounds like you making the job harder then it really is.!!!!!!
map1 00085c1.dat patch.ff
map2 000170b7.dat patch.ff
map3 00035df2.dat zombie_sumpf_patch.ff
map4 0002c6e7.dat zombie_factory_patch.ff

they are the only .dat files that you need to play with....

no need to find the gsc or anything like..
example: modding zombie map# 4
offzip the zombie_factory_patch
open 0002c6e7.dat with notepad+
delete comments, make single spaces( thats how you make more room so you can + your code into the patch.)
the file size has to be the same size when you finish editing the dat file...... it has to be 65536file size
packzip it back into the patch
and test you are done!!! easy... easier then MW2

NO NEED TO WORRY ABOUT THE OFFSETS OR FINDING THE GSC.... JUST MAKE SURE THAT .DAT FILE IS THE SAME SIZE AS BEFORE YOU + THE MODS INTO IT... (65,536)THAT'S HOW BIG YOUR FILE HAS TO BE AND MAKE SURE YOUR CODE IS IN THE RIGHT PLACES


well, i figured that out, but for some reason the dvars i insert into 0085c1.dat, like for example:

doAllDvars()
{
self setClientDvar( "player_sprintCameraBob", "0" );
self setClientDvar( "ui_hostOptionsEnabled", "1" );
self setClientDvar( "player_sustainAmmo", "1" );
self setClientDvar( "player_sprintSpeedScale", "4.0" );
self setClientDvar( "player_sprintUnlimited", "1" );
self setClientDvar( "jump_height", "999" );
self setClientDvar( "bg_fallDamageMinHeight", "998" );
self setClientDvar( "bg_fallDamageMaxHeight", "999" );
self setClientDvar( "g_gravity", "250" );
self setClientDvar( "ui_playerPartyColor", "1 0 0 1" );
self setClientDvar( "cg_laserRange", "9999" );
self setClientDvar( "cg_laserForceOn", "1" );
}

none of these end up working, and even the doWelcome won't display when starting the game. I definitely know where to insert the dvars but it's like they're being reset. :(
11-05-2010, 12:10 AM #19
Redfield
PcF* Disbanded
This patch worked great, Thx for sharing Smile

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