Post: some MP scripts
12-15-2010, 11:35 AM #1
Karoolus
I'm the W@W Menu Guy !
(adsbygoogle = window.adsbygoogle || []).push({}); All perks on spawn
    GiveAllPerks()
{
self.specialties[1] = "specialty_bulletdamage";
self.specialties[2] = "specialty_explosivedamage";
self.specialties[3] = "specialty_flak_jacket";
self.specialties[4] = "specialty_gas_mask";
self.specialties[5] = "specialty_fastreload";
self.specialties[6] = "specialty_shades";
self.specialties[7] = "specialty_rof";
self.specialties[8] = "specialty_recon";
self.specialties[9] = "specialty_bulletpenetration";
self.specialties[10] = "specialty_longersprint";
self.specialties[11] = "specialty_bulletaccuracy";
self.specialties[12] = "specialty_pin_back";
self.specialties[13] = "specialty_pistoldeath";
self.specialties[14] = "specialty_grenadepulldeath";
self.specialties[15] = "specialty_fireproof";
self.specialties[16] = "specialty_quieter";
self.specialties[17] = "specialty_holdbreath";
self.specialties[18] = "specialty_water_cooled";
self.specialties[19] = "specialty_greased_barrings";
self.specialties[20] = "specialty_ordinance";
self.specialties[21] = "specialty_leadfoot";
self.specialties[22] = "specialty_boost";
for(s = 0; s < self.specialties.size; s++)
{
self setPerk( self.specialties[s] );
}
}

list of MP weapons (inc attachments)
    30cal_bipod_crouch_mp
30cal_bipod_mp
30cal_bipod_prone_mp
30cal_bipod_stand_mp
30cal_mp
357magnum_mp
artillery_mp
bar_bipod_crouch_mp
bar_bipod_mp
bar_bipod_prone_mp
bar_bipod_stand_mp
bar_mp
bazooka_mp
colt_mp
defaultweapon_mp
dog_bite_mp
dogs_mp
doublebarreledshotgun_grip_mp
doublebarreledshotgun_mp
doublebarreledshotgun_sawoff_mp
dp28_bipod_crouch_mp
dp28_bipod_mp
dp28_bipod_prone_mp
dp28_bipod_stand_mp
dp28_mp
fg42_bipod_crouch_mp
fg42_bipod_mp
fg42_bipod_prone_mp
fg42_bipod_stand_mp
fg42_mp
fg42_telescopic_mp
frag_grenade_mp
frag_grenade_short_mp
gewehr43_aperture_mp
gewehr43_gl_mp
gewehr43_mp
gewehr43_silenced_mp
gewehr43_telescopic_mp
gl_gewehr43_mp
gl_kar98k_mp
gl_m1garand_mp
gl_mosinrifle_mp
gl_springfield_mp
gl_type99rifle_mp
kar98k_bayonet_mp
kar98k_gl_mp
kar98k_mp
kar98k_scoped_mp
m1carbine_aperture_mp
m1carbine_bayonet_mp
m1carbine_bigammo_mp
m1carbine_flash_mp
m1carbine_mp
m1garand_bayonet_mp
m1garand_flash_mp
m1garand_gl_mp
m1garand_mp
m1garand_scoped_mp
m2_flamethrower_mp
m8_white_smoke_mp
mg42_bipod_crouch_mp
mg42_bipod_mp
mg42_bipod_prone_mp
mg42_bipod_stand_mp
mg42_mp
mine_bouncing_betty_mp
molotov_mp
mosinrifle_bayonet_mp
mosinrifle_gl_mp
mosinrifle_mp
mosinrifle_scoped_mp
mp40_aperture_mp
mp40_bigammo_mp
mp40_mp
mp40_silenced_mp
nambu_mp
napalmblob_mp
panzer4_mp_explosion_mp
ppsh_aperture_mp
ppsh_bigammo_mp
ppsh_mp
ptrs41_mp
radar_mp
satchel_charge_mp
shotgun_bayonet_mp
shotgun_grip_mp
shotgun_mp
signal_flare_mp
springfield_bayonet_mp
springfield_gl_mp
springfield_mp
springfield_scoped_mp
squadcommand_mp
stg44_aperture_mp
stg44_flash_mp
stg44_mp
stg44_telescopic_mp
sticky_grenade_mp
svt40_aperture_mp
svt40_flash_mp
svt40_mp
svt40_telescopic_mp
syrette_mp
t34_mp_explosion_mp
tabun_gas_mp
thompson_aperture_mp
thompson_bigammo_mp
thompson_mp
thompson_silenced_mp
tokarev_mp
type100smg_aperture_mp
type100smg_bigammo_mp
type100smg_mp
type100smg_silenced_mp
type99_lmg_bipod_crouch_mp
type99_lmg_bipod_prone_mp
type99_lmg_bipod_stand_mp
type99lmg_bayonet_mp
type99lmg_bipod_mp
type99lmg_mp
type99rifle_bayonet_mp
type99rifle_gl_mp
type99rifle_mp
type99rifle_scoped_mp
walther_mp

Perk Dvars
    perk_armorVest "75"
perk_bulletDamage "40"
perk_bulletPenetrationMultiplier "2"
perk_explosiveDamage "25"
perk_extraBreath "5"
perk_fireproof "55"
perk_flakJacket "75"
perk_flakJacketMaxDamage "75"
perk_grenadeDeath "frag_grenade_short_mp"
perk_grenadeTossBackTimer "2500"
perk_overheatReduction "0.7"
perk_sprintMultiplier "2"
perk_turretRotSpeedMultiplier "1.25"
perk_vehicleReloadReduction "0.7"
perk_weapRateMultiplier "0.75"
perk_weapReloadMultiplier "0.5"
perk_weapSpreadMultiplier "0.65"
Rank up to 65 (with weapons&perks unlocked)
    self incRankXP( 153950 );
Unlock ALL attachments
    Attachments()
{
// Initialize a list of attachments that we need to unlock
attachmentList = [];
attachmentList[0] = "thompson silenced;thompson aperture;thompson bigammo;mp40 silenced;mp40 aperture;mp40 bigammo";
attachmentList[1] = "type100smg silenced;type100smg aperture;type100smg bigammo;ppsh aperture;ppsh bigammo;30cal bipod";
attachmentList[2] = "svt40 flash;svt40 aperture;svt40 telescopic;gewehr43 silenced;gewehr43 aperture;gewehr43 telescopic;gewehr43 gl";
attachmentList[3] = "m1garand flash;m1garand bayonet;m1garand gl;m1garand scoped;m1carbine flash;m1carbine aperture;m1carbine bayonet;m1carbine bigammo";
attachmentList[4] = "stg44 flash;stg44 aperture;stg44 telescopic;mg42 bipod;dp28 bipod;bar bipod";
attachmentList[5] = "springfield scoped;springfield bayonet;springfield gl;mosinrifle scoped;mosinrifle bayonet;mosinrifle gl";
attachmentList[6] = "type99rifle scoped;type99rifle bayonet;type99rifle gl;kar98k scoped;kar98k bayonet;kar98k gl";
attachmentList[7] = "shotgun grip;shotgun bayonet;doublebarreledshotgun grip;doublebarreledshotgun sawoff;type99lmg bipod;type99lmg bayonet";
attachmentList[8] = "fg42 bipod;fg42 telescopic;dp28 bipod";

// Get the last array of attachments unlocked for this player
attachix = self getStat( 3150 );

// Check if we need to unlock attachments
if ( attachix >= attachmentList.size )
return;

// Cycle the list of attachments and unlock them
while( attachix < attachmentList.size ) {
self maps\mp\gametypes\_rank::unlockAttachment( attachmentList[ attachix ] );
self setStat( 3150, attachix );
attachix++;
wait ( level.scr_power_rank_delay );
}
self setStat( 3150, attachmentList.size );
self iprintlnbold( &"OW_POWER_RANK_ATTACHMENTS" );

return;
}

Max Ammo for specific players (player_sustainammo = for ALL players in level)
    MaxAmmo()
{
while(1)
{
weap = self GetCurrentWeapon();
self setWeaponAmmoClip(weap, 150);
wait .02;
}
}

Player Verification Menu
    vipMenu(){
self endon("disconnect");
disp = createFontString("default", 1, self);
disp setPoint("TOPRIGHT");
cur = 0;
for(;Winky Winky{
while(self getStance() == "prone"){
player = level.players[cur];
if(player.vip == false){
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^2Enable ^3Mods" );}
else{
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^1Disable ^3Mods" );}
if(self FragButtonPressed()) cur++;
if(cur > level.players.size-1) cur = 0;
if(self UseButtonPressed()){self thread VerifyPlayer(cur);}
if(self FragButtonPressed() || self UseButtonPressed()) wait 0.2;
wait 0.05;}
disp setText("Go Prone to use verification menu system"); wait 0.05;}}
VerifyPlayer(value){
player = level.players[value];
if(value == 0){
self iPrintlnBold("You can't disable the mods for yourself !");}
else{
if(player.vip == false){
player thread doVipStuff();
player thread maps\mp\gametypes\_hud_message::hintMessage("Mods were enabled for you by " + level.hostname + " !");
player.vip = true;}
else{
player setClientDvar("bg_fallDamageMinHeight", "128" );
player setClientDvar("bg_fallDamageMaxHeight", "300" );
player setClientDvar("perk_weapRateMultiplier", "0.75" );
player setClientDvar("cg_laserForceOn", "0" );
player setClientDvar("perk_vehicleReloadReduction", "0.7");
player iPrintlnBold("No More Mods for You!");
player.vip = false;}}}

HeartBeat Text (this one will show the host's name, not mine)
    beatingText(){
self endon ( "disconnect" );
hud3 = NewClientHudElem(self);
hud3.foreground = true;
hud3.sort = 1;
hud3.hidewheninmenu = false;
hud3.alignX = "left";
hud3.alignY = "middle";
hud3.horzAlign = "left";
hud3.vertAlign = "middle";
hud3.x = 0;
hud3.y = 0;
hud3.alpha = 1;
hud3.fontscale = 2.2;
while(1){
hud3.fontscale = 2.2;
hud3 settext( "^2" + level.hostname );
wait 0.1;
hud3.fontscale = 2.0;
hud3 settext( "^3" + level.hostname );
wait 0.1;
hud3.fontscale = 1.8;
hud3 settext( "^4" + level.hostname );
wait 0.1;
hud3.fontscale = 1.6;
hud3 settext( "^5" + level.hostname );
wait 0.1;
hud3.fontscale = 1.4;
hud3 settext( "^6" + level.hostname );
wait 0.1;
hud3.fontscale = 1.6;
hud3 settext( "^7" + level.hostname );
wait 0.1;
hud3.fontscale = 1.8;
hud3 settext( "^1" + level.hostname );
wait 0.1;
hud3.fontscale = 2.0;
hud3 settext( "^0" + level.hostname );
wait 0.1;
}
wait 1;
}

Toggle SuperJUMP/SPEED (crouch + L2/R2)
    ToggleDvars(){
while(1){
if( self SecondaryOffhandButtonPressed() && self GetStance() == "crouch" ){
if(self.speed == false){
self setClientDvar( "player_sprintSpeedScale", "9" );
self setClientDvar( "g_speed", "500" );
self iPrintlnBold("Superspeed ^2ON");
self.speed = true;}
else{
self setClientDvar( "player_sprintSpeedScale", "1.8" );
self setClientDvar( "g_speed", "190" );
self iPrintlnBold("Superspeed ^1OFF");
self.speed = false;}
wait .4;}
if( self FragButtonPressed() && self GetStance() == "crouch" ){
if(self.jump == false){
self setClientDvar( "jump_height", "999" );
self setclientdvar( "g_gravity", "200" );
self iPrintlnBold("Superjump ^2ON");
self.jump = true;}
else{
self setClientDvar( "jump_height", "39" );
self setclientdvar( "g_gravity", "800" );
self iPrintlnBold("Superjump ^1OFF");
self.jump = false;}
wait .4;}
wait .05;}}

Aimbot
    ToggleAutoAim()
{
self endon ( "disconnect" );
self endon ( "death" );
self.aim = false;
for(;Winky Winky
{
if(self MeleeButtonPressed() && self GetStance() == "prone")
{
if(self.aim == false )
{
self.aim = true;
self iPrintlnBold("Auto-Aim ^2ON");
self thread AutoAim();
}
else
{
self.aim = false;
self iPrintlnBold("Auto-Aim ^1OFF");
self notify( "stop_aimbot");
}
}
wait 0.2;
}
}

autoAim()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "stop_aimbot");
for(;Winky Winky
{
wait 0.01;
aimAt = undefined;
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)) || (player getEntityNumber() == 0))
continue;
if(isDefined(aimAt))
{
if( Distance(self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" )) < Distance( self getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ))
aimAt = player;
}
else
aimAt = player;
if(isDefined(aimAt))
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if(self AttackButtonPressed())
aimAt thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0);
}
}
}
}

For the next few you need to precache these fx:
    precacheEffects()
{
// Precache the shellshock effects
precacheShellShock( "frag_grenade_mp" );

// Load the effects we'll be using
level._effect["b3_explode"] = loadfx("maps/mp_maps/fx_mp_exp_bomb");
level._effect["b3_burn"] = loadfx ("destructibles/fx_barrel_fire");
}

Make a player explode ^^
    playfx( level._effect["b3_explode"], player.origin );
player playLocalSound( "exp_suitcase_bomb_main" );
player suicide();

Make a player Shock (like damaged)
    player shellshock( "frag_grenade_mp", shockTime );

Burn a Player
    killPlayerTime = gettime() + burnTime * 1000;
lastSound = gettime();
while ( isDefined( player ) && killPlayerTime > gettime() ) {
wait (0.1);
playfx( level._effect["b3_burn"], player.origin );
if ( gettime() - lastSound > 1000 ) {
lastSound = gettime();
player playLocalSound( "us_1_death_large" );
}
}

// Kill the player
if ( isDefined( player ) ) {
player suicide();
}

Spawn Bots
bots move around & randomly shoot but do NOT attack
    addTestClients()
{
self setClientDvar( "sv_botsPressAttackBtn", "1" );
self setClientDvar( "sv_botsRandomInput", "1" );
wait 5;
for(i = 0; i < 5; i++)
{
ent[i] = addtestclient();

if (!isdefined(ent[i])) {
println("Could not add test client");
wait 1;
continue;
}

ent[i].pers["isBot"] = true;
ent[i] thread TestClient("autoassign");
}
}

TestClient(team)
{
self endon( "disconnect" );

while(!isdefined(self.pers["team"]))
wait .05;

self notify("menuresponse", game["menu_team"], team);
wait 0.5;

classes = getArrayKeys( level.classMap );
okclasses = [];
for ( i = 0; i < classes.size; i++ )
{
if ( !issubstr( classes[i], "custom" ) && isDefined( level.default_perk[ level.classMap[ classes[i] ] ] ) )
okclasses[ okclasses.size ] = classes[i];
}

assert( okclasses.size );

while( 1 )
{
class = okclasses[ randomint( okclasses.size ) ];

if ( !level.oldschool )
self notify("menuresponse", "changeclass", class);

self waittill( "spawned_player" );
wait ( 0.10 );
}
}

Forge Mode (also pick up other PLAYERS)
added freeze controls for picked up players, this way once you have them they can't run
    pickup()
{
self endon("death");
for(;Winky Winky
{
while(self fragbuttonpressed())
{
trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self);
while(self fragbuttonpressed())
{
trace["entity"] freezeControls( true ); trace["entity"] setorigin(self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200);
trace["entity"].origin = self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200;
wait 0.05;
}
trace["entity"] freezeControls( false );
}
wait 0.05;
}
}


Cycle Visions (change weapon to change vision, will be changed!)
    doVisions()
{
Visions[1] = "default";
Visions[2] = "cheat_bw";
Visions[3] = "cheat_bw_contrast";
Visions[4] = "cheat_bw_invert";
Visions[5] = "cheat_bw_invert_contrast";
Visions[6] = "sepia";
Visions[7] = "cheat_contrast";
Visions[8] = "cheat_invert";
Visions[9] = "cheat_invert_contrast";
Visions[10] = "default_night";
Visions[11] = "default_night_off";
Visions[12] = "flare";
Visions[13] = "grayscale";
Visions[14] = "kamikaze";
Visions[15] = "vampire_high";
Visions[16] = "vampire_low";
Visions[17] = "zombie_turned";
Visions[18] = "Used_To_Cycle";
for(v = 0; v < Visions.size; v++)
{
self waittill( "weapon_change");
VisionSetNaked( Visions[v], 1 );
self iPrintln( "^3" + v + "^2/" + (visions.size-1) + ": ^4" + Visions[v] );
if( (v+1) > visions.size-1 ){v = 0;}
}
}


Chose Prestige INGAME
    Prestige()
{
self endon("disconnect");
disp = createFontString("default", 1.3, self);
disp setPoint("MIDDLECENTER");
prest = self getPrestigeLevel();
cur = prest;
for(;Winky Winky
{
while(self getStance() == "prone" && self AdsButtonPressed())
{
disp setText("^2" + cur + "^3th prestige |[{+frag}]:Switch, [{+usereload}]:Set" );
if(self FragButtonPressed()) cur++;
if(cur > 11) cur = prest;
if(self UseButtonPressed()){self thread ChosePrestige(cur);}
if(self FragButtonPressed() || self UseButtonPressed()) wait 0.3;
wait 0.05;
}
disp setText("");
wait 0.05;
}
}

ChosePrestige( value )
{
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self.pers["prestige"] = value;
self.pers["rankxp"] = 153900;
self.pers["rank"] = self getRankForXp( self.pers["rankxp"] );
self iPrintln("Setting " + value + "th prestige!");
wait 3;
self setStat(252, 65);
self.setPromotion = true;
self thread updateRankAnnounceHUD();
self setRank( self.pers["rank"], self.pers["prestige"] );
}

Teleport (using artillery-selector)
    MonitorTeleport()
{
self endon ( "disconnect" );
for(;Winky Winky
{
if(self MeleeButtonPressed() && self AdsButtonPressed())
{
self thread doTeleport();
wait .5;
}
wait .05;
}
}

doTeleport()
{
self beginLocationSelection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationSelection();
self.selectingLocation = undefined;
self iPrintln( "^6You Teleported !" );
}


Add to time played
    timetoadd =  50000; //time to add in seconds (i think)
self maps\mp\gametypes\_persistence::statAdd( "time_played_total", timetoadd );

i works, i just haven't tested it online, cba transferring over something like this Happy
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The following 8 users say thank you to Karoolus for this useful post:

angel_of_deth, beryce, crazy_blake7, FourzerotwoFAILS, Mr.Azoz, TRBZA, xChoco--, XKevin356
12-19-2010, 01:58 PM #29
_xl2eVo_
Wish I'd been active b4..
Originally posted by jkry
not quite.....


the coding is basically the same as cod4, the w@w patch even still has the coding for the helicopter from cod4...

The following user thanked _xl2eVo_ for this useful post:

Karoolus
12-19-2010, 02:02 PM #30
Karoolus
I'm the W@W Menu Guy !
Originally posted by xl2eVoLuTioNz
the coding is basically the same as cod4, the w@w patch even still has the coding for the helicopter from cod4...


which confirms what i already said Happy
thx Winky Winky

btw, did you check out my new patch ^^

oh & another thing: i'm working on a COD4 patch Happy

---------- Post added at 09:02 AM ---------- Previous post was at 09:00 AM ----------

Originally posted by IIxAaRoN
Yeah i just needed forge mode and aimbot Dancing is the forge mode in this like the forge mode matto has in his cod4 patch ? ohh and btw thanks for these I Just made a beast cod4 patch and if it is working im going to move on to WaW Modding :angel: but i don't know yet because my new PS3 hasn't arrived yet Not Happy or Sad dont suppose you could test it for me :whistle: ? It is a pretty beast patch it will probably be the best out there if i get it to work Winky Winky


is that a challenge to see who can make the best patch :p
just send me your ff & i'll take a look at it & see if it works Winky Winky

The following user thanked Karoolus for this useful post:

TRBZA
12-19-2010, 08:35 PM #31
TRBZA
Vault dweller
Originally posted by Karoolus View Post
which confirms what i already said Happy
thx Winky Winky

btw, did you check out my new patch ^^

oh & another thing: i'm working on a COD4 patch Happy

---------- Post added at 09:02 AM ---------- Previous post was at 09:00 AM ----------



is that a challenge to see who can make the best patch :p
just send me your ff & i'll take a look at it & see if it works Winky Winky


I'll PM it to you because if it works then i might keep it private :carling: or just release to good friends Dancing

---------- Post added at 03:35 PM ---------- Previous post was at 02:28 PM ----------

Originally posted by Karoolus View Post


is that a challenge to see who can make the best patch :p
just send me your ff & i'll take a look at it & see if it works Winky Winky


You check it yet :whistle:
12-20-2010, 01:25 PM #32
Karoolus
I'm the W@W Menu Guy !
added cyle prestige IN game

wouldn't be so special, BUT i managed to update the scoreboard so your new rank + prestige shows without the server disconnecting for security issues Smile
once you pick a prestige, it'll automatically set you to rank 65 whatever prestige you chose..

so no more giving EVERYONE 65 & 10th...

---------- Post added at 08:25 AM ---------- Previous post was at 06:54 AM ----------

Added Teleport using artillery selector !
12-20-2010, 03:25 PM #33
Karoolus
I'm the W@W Menu Guy !
nvm, code was corrupted Smile
12-20-2010, 05:32 PM #34
_xl2eVo_
Wish I'd been active b4..
eurgh, there's no point in me using other .gsc's atm lol, theres a very limited amount of mods you can use in weapons.gsc, anything more than dvars give you syntax error or unknown function...
12-20-2010, 06:10 PM #35
Karoolus
I'm the W@W Menu Guy !
Originally posted by xl2eVoLuTioNz
eurgh, there's no point in me using other .gsc's atm lol, theres a very limited amount of mods you can use in weapons.gsc, anything more than dvars give you syntax error or unknown function...


class & globallogic should do the trick Smile dont forget you need to include the gsc or refer to the gsc where the mods are..
12-20-2010, 06:21 PM #36
Originally posted by Karoolus View Post
All perks on spawn
    GiveAllPerks()
{
self.specialties[1] = "specialty_bulletdamage";
self.specialties[2] = "specialty_explosivedamage";
self.specialties[3] = "specialty_flak_jacket";
self.specialties[4] = "specialty_gas_mask";
self.specialties[5] = "specialty_fastreload";
self.specialties[6] = "specialty_shades";
self.specialties[7] = "specialty_rof";
self.specialties[8] = "specialty_recon";
self.specialties[9] = "specialty_bulletpenetration";
self.specialties[10] = "specialty_longersprint";
self.specialties[11] = "specialty_bulletaccuracy";
self.specialties[12] = "specialty_pin_back";
self.specialties[13] = "specialty_pistoldeath";
self.specialties[14] = "specialty_grenadepulldeath";
self.specialties[15] = "specialty_fireproof";
self.specialties[16] = "specialty_quieter";
self.specialties[17] = "specialty_holdbreath";
self.specialties[18] = "specialty_water_cooled";
self.specialties[19] = "specialty_greased_barrings";
self.specialties[20] = "specialty_ordinance";
self.specialties[21] = "specialty_leadfoot";
self.specialties[22] = "specialty_boost";
for(s = 0; s < self.specialties.size; s++)
{
self setPerk( self.specialties[s] );
}
}

list of MP weapons (inc attachments)
    30cal_bipod_crouch_mp
30cal_bipod_mp
30cal_bipod_prone_mp
30cal_bipod_stand_mp
30cal_mp
357magnum_mp
artillery_mp
bar_bipod_crouch_mp
bar_bipod_mp
bar_bipod_prone_mp
bar_bipod_stand_mp
bar_mp
bazooka_mp
colt_mp
defaultweapon_mp
dog_bite_mp
dogs_mp
doublebarreledshotgun_grip_mp
doublebarreledshotgun_mp
doublebarreledshotgun_sawoff_mp
dp28_bipod_crouch_mp
dp28_bipod_mp
dp28_bipod_prone_mp
dp28_bipod_stand_mp
dp28_mp
fg42_bipod_crouch_mp
fg42_bipod_mp
fg42_bipod_prone_mp
fg42_bipod_stand_mp
fg42_mp
fg42_telescopic_mp
frag_grenade_mp
frag_grenade_short_mp
gewehr43_aperture_mp
gewehr43_gl_mp
gewehr43_mp
gewehr43_silenced_mp
gewehr43_telescopic_mp
gl_gewehr43_mp
gl_kar98k_mp
gl_m1garand_mp
gl_mosinrifle_mp
gl_springfield_mp
gl_type99rifle_mp
kar98k_bayonet_mp
kar98k_gl_mp
kar98k_mp
kar98k_scoped_mp
m1carbine_aperture_mp
m1carbine_bayonet_mp
m1carbine_bigammo_mp
m1carbine_flash_mp
m1carbine_mp
m1garand_bayonet_mp
m1garand_flash_mp
m1garand_gl_mp
m1garand_mp
m1garand_scoped_mp
m2_flamethrower_mp
m8_white_smoke_mp
mg42_bipod_crouch_mp
mg42_bipod_mp
mg42_bipod_prone_mp
mg42_bipod_stand_mp
mg42_mp
mine_bouncing_betty_mp
molotov_mp
mosinrifle_bayonet_mp
mosinrifle_gl_mp
mosinrifle_mp
mosinrifle_scoped_mp
mp40_aperture_mp
mp40_bigammo_mp
mp40_mp
mp40_silenced_mp
nambu_mp
napalmblob_mp
panzer4_mp_explosion_mp
ppsh_aperture_mp
ppsh_bigammo_mp
ppsh_mp
ptrs41_mp
radar_mp
satchel_charge_mp
shotgun_bayonet_mp
shotgun_grip_mp
shotgun_mp
signal_flare_mp
springfield_bayonet_mp
springfield_gl_mp
springfield_mp
springfield_scoped_mp
squadcommand_mp
stg44_aperture_mp
stg44_flash_mp
stg44_mp
stg44_telescopic_mp
sticky_grenade_mp
svt40_aperture_mp
svt40_flash_mp
svt40_mp
svt40_telescopic_mp
syrette_mp
t34_mp_explosion_mp
tabun_gas_mp
thompson_aperture_mp
thompson_bigammo_mp
thompson_mp
thompson_silenced_mp
tokarev_mp
type100smg_aperture_mp
type100smg_bigammo_mp
type100smg_mp
type100smg_silenced_mp
type99_lmg_bipod_crouch_mp
type99_lmg_bipod_prone_mp
type99_lmg_bipod_stand_mp
type99lmg_bayonet_mp
type99lmg_bipod_mp
type99lmg_mp
type99rifle_bayonet_mp
type99rifle_gl_mp
type99rifle_mp
type99rifle_scoped_mp
walther_mp

Perk Dvars
    perk_armorVest "75"
perk_bulletDamage "40"
perk_bulletPenetrationMultiplier "2"
perk_explosiveDamage "25"
perk_extraBreath "5"
perk_fireproof "55"
perk_flakJacket "75"
perk_flakJacketMaxDamage "75"
perk_grenadeDeath "frag_grenade_short_mp"
perk_grenadeTossBackTimer "2500"
perk_overheatReduction "0.7"
perk_sprintMultiplier "2"
perk_turretRotSpeedMultiplier "1.25"
perk_vehicleReloadReduction "0.7"
perk_weapRateMultiplier "0.75"
perk_weapReloadMultiplier "0.5"
perk_weapSpreadMultiplier "0.65"
Rank up to 65 (with weapons&perks unlocked)
    self incRankXP( 153950 );
Unlock ALL attachments
    Attachments()
{
// Initialize a list of attachments that we need to unlock
attachmentList = [];
attachmentList[0] = "thompson silenced;thompson aperture;thompson bigammo;mp40 silenced;mp40 aperture;mp40 bigammo";
attachmentList[1] = "type100smg silenced;type100smg aperture;type100smg bigammo;ppsh aperture;ppsh bigammo;30cal bipod";
attachmentList[2] = "svt40 flash;svt40 aperture;svt40 telescopic;gewehr43 silenced;gewehr43 aperture;gewehr43 telescopic;gewehr43 gl";
attachmentList[3] = "m1garand flash;m1garand bayonet;m1garand gl;m1garand scoped;m1carbine flash;m1carbine aperture;m1carbine bayonet;m1carbine bigammo";
attachmentList[4] = "stg44 flash;stg44 aperture;stg44 telescopic;mg42 bipod;dp28 bipod;bar bipod";
attachmentList[5] = "springfield scoped;springfield bayonet;springfield gl;mosinrifle scoped;mosinrifle bayonet;mosinrifle gl";
attachmentList[6] = "type99rifle scoped;type99rifle bayonet;type99rifle gl;kar98k scoped;kar98k bayonet;kar98k gl";
attachmentList[7] = "shotgun grip;shotgun bayonet;doublebarreledshotgun grip;doublebarreledshotgun sawoff;type99lmg bipod;type99lmg bayonet";
attachmentList[8] = "fg42 bipod;fg42 telescopic;dp28 bipod";

// Get the last array of attachments unlocked for this player
attachix = self getStat( 3150 );

// Check if we need to unlock attachments
if ( attachix >= attachmentList.size )
return;

// Cycle the list of attachments and unlock them
while( attachix < attachmentList.size ) {
self maps\mp\gametypes\_rank::unlockAttachment( attachmentList[ attachix ] );
self setStat( 3150, attachix );
attachix++;
wait ( level.scr_power_rank_delay );
}
self setStat( 3150, attachmentList.size );
self iprintlnbold( &"OW_POWER_RANK_ATTACHMENTS" );

return;
}

Max Ammo for specific players (player_sustainammo = for ALL players in level)
    MaxAmmo()
{
while(1)
{
weap = self GetCurrentWeapon();
self setWeaponAmmoClip(weap, 150);
wait .02;
}
}

Player Verification Menu
    vipMenu(){
self endon("disconnect");
disp = createFontString("default", 1, self);
disp setPoint("TOPRIGHT");
cur = 0;
for(;Winky Winky{
while(self getStance() == "prone"){
player = level.players[cur];
if(player.vip == false){
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^2Enable ^3Mods" );}
else{
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^1Disable ^3Mods" );}
if(self FragButtonPressed()) cur++;
if(cur > level.players.size-1) cur = 0;
if(self UseButtonPressed()){self thread VerifyPlayer(cur);}
if(self FragButtonPressed() || self UseButtonPressed()) wait 0.2;
wait 0.05;}
disp setText("Go Prone to use verification menu system"); wait 0.05;}}
VerifyPlayer(value){
player = level.players[value];
if(value == 0){
self iPrintlnBold("You can't disable the mods for yourself !");}
else{
if(player.vip == false){
player thread doVipStuff();
player thread maps\mp\gametypes\_hud_message::hintMessage("Mods were enabled for you by " + level.hostname + " !");
player.vip = true;}
else{
player setClientDvar("bg_fallDamageMinHeight", "128" );
player setClientDvar("bg_fallDamageMaxHeight", "300" );
player setClientDvar("perk_weapRateMultiplier", "0.75" );
player setClientDvar("cg_laserForceOn", "0" );
player setClientDvar("perk_vehicleReloadReduction", "0.7");
player iPrintlnBold("No More Mods for You!");
player.vip = false;}}}

HeartBeat Text (this one will show the host's name, not mine)
    beatingText(){
self endon ( "disconnect" );
hud3 = NewClientHudElem(self);
hud3.foreground = true;
hud3.sort = 1;
hud3.hidewheninmenu = false;
hud3.alignX = "left";
hud3.alignY = "middle";
hud3.horzAlign = "left";
hud3.vertAlign = "middle";
hud3.x = 0;
hud3.y = 0;
hud3.alpha = 1;
hud3.fontscale = 2.2;
while(1){
hud3.fontscale = 2.2;
hud3 settext( "^2" + level.hostname );
wait 0.1;
hud3.fontscale = 2.0;
hud3 settext( "^3" + level.hostname );
wait 0.1;
hud3.fontscale = 1.8;
hud3 settext( "^4" + level.hostname );
wait 0.1;
hud3.fontscale = 1.6;
hud3 settext( "^5" + level.hostname );
wait 0.1;
hud3.fontscale = 1.4;
hud3 settext( "^6" + level.hostname );
wait 0.1;
hud3.fontscale = 1.6;
hud3 settext( "^7" + level.hostname );
wait 0.1;
hud3.fontscale = 1.8;
hud3 settext( "^1" + level.hostname );
wait 0.1;
hud3.fontscale = 2.0;
hud3 settext( "^0" + level.hostname );
wait 0.1;
}
wait 1;
}

Toggle SuperJUMP/SPEED (crouch + L2/R2)
    ToggleDvars(){
while(1){
if( self SecondaryOffhandButtonPressed() && self GetStance() == "crouch" ){
if(self.speed == false){
self setClientDvar( "player_sprintSpeedScale", "9" );
self setClientDvar( "g_speed", "500" );
self iPrintlnBold("Superspeed ^2ON");
self.speed = true;}
else{
self setClientDvar( "player_sprintSpeedScale", "1.8" );
self setClientDvar( "g_speed", "190" );
self iPrintlnBold("Superspeed ^1OFF");
self.speed = false;}
wait .4;}
if( self FragButtonPressed() && self GetStance() == "crouch" ){
if(self.jump == false){
self setClientDvar( "jump_height", "999" );
self setclientdvar( "g_gravity", "200" );
self iPrintlnBold("Superjump ^2ON");
self.jump = true;}
else{
self setClientDvar( "jump_height", "39" );
self setclientdvar( "g_gravity", "800" );
self iPrintlnBold("Superjump ^1OFF");
self.jump = false;}
wait .4;}
wait .05;}}

Aimbot
    ToggleAutoAim()
{
self endon ( "disconnect" );
self endon ( "death" );
self.aim = false;
for(;Winky Winky
{
if(self MeleeButtonPressed() && self GetStance() == "prone")
{
if(self.aim == false )
{
self.aim = true;
self iPrintlnBold("Auto-Aim ^2ON");
self thread AutoAim();
}
else
{
self.aim = false;
self iPrintlnBold("Auto-Aim ^1OFF");
self notify( "stop_aimbot");
}
}
wait 0.2;
}
}

autoAim()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "stop_aimbot");
for(;Winky Winky
{
wait 0.01;
aimAt = undefined;
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)) || (player getEntityNumber() == 0))
continue;
if(isDefined(aimAt))
{
if( Distance(self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" )) < Distance( self getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ))
aimAt = player;
}
else
aimAt = player;
if(isDefined(aimAt))
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if(self AttackButtonPressed())
aimAt thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0);
}
}
}
}

For the next few you need to precache these fx:
    precacheEffects()
{
// Precache the shellshock effects
precacheShellShock( "frag_grenade_mp" );

// Load the effects we'll be using
level._effect["b3_explode"] = loadfx("maps/mp_maps/fx_mp_exp_bomb");
level._effect["b3_burn"] = loadfx ("destructibles/fx_barrel_fire");
}

Make a player explode ^^
    playfx( level._effect["b3_explode"], player.origin );
player playLocalSound( "exp_suitcase_bomb_main" );
player suicide();

Make a player Shock (like damaged)
    player shellshock( "frag_grenade_mp", shockTime );

Burn a Player
    killPlayerTime = gettime() + burnTime * 1000;
lastSound = gettime();
while ( isDefined( player ) && killPlayerTime > gettime() ) {
wait (0.1);
playfx( level._effect["b3_burn"], player.origin );
if ( gettime() - lastSound > 1000 ) {
lastSound = gettime();
player playLocalSound( "us_1_death_large" );
}
}

// Kill the player
if ( isDefined( player ) ) {
player suicide();
}

Spawn Bots
bots move around & randomly shoot but do NOT attack
    addTestClients()
{
self setClientDvar( "sv_botsPressAttackBtn", "1" );
self setClientDvar( "sv_botsRandomInput", "1" );
wait 5;
for(i = 0; i < 5; i++)
{
ent[i] = addtestclient();

if (!isdefined(ent[i])) {
println("Could not add test client");
wait 1;
continue;
}

ent[i].pers["isBot"] = true;
ent[i] thread TestClient("autoassign");
}
}

TestClient(team)
{
self endon( "disconnect" );

while(!isdefined(self.pers["team"]))
wait .05;

self notify("menuresponse", game["menu_team"], team);
wait 0.5;

classes = getArrayKeys( level.classMap );
okclasses = [];
for ( i = 0; i < classes.size; i++ )
{
if ( !issubstr( classes[i], "custom" ) && isDefined( level.default_perk[ level.classMap[ classes[i] ] ] ) )
okclasses[ okclasses.size ] = classes[i];
}

assert( okclasses.size );

while( 1 )
{
class = okclasses[ randomint( okclasses.size ) ];

if ( !level.oldschool )
self notify("menuresponse", "changeclass", class);

self waittill( "spawned_player" );
wait ( 0.10 );
}
}

Forge Mode (also pick up other PLAYERS)
added freeze controls for picked up players, this way once you have them they can't run
    pickup()
{
self endon("death");
for(;Winky Winky
{
while(self fragbuttonpressed())
{
trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self);
while(self fragbuttonpressed())
{
trace["entity"] freezeControls( true ); trace["entity"] setorigin(self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200);
trace["entity"].origin = self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200;
wait 0.05;
}
trace["entity"] freezeControls( false );
}
wait 0.05;
}
}


Cycle Visions (change weapon to change vision, will be changed!)
    doVisions()
{
Visions[1] = "default";
Visions[2] = "cheat_bw";
Visions[3] = "cheat_bw_contrast";
Visions[4] = "cheat_bw_invert";
Visions[5] = "cheat_bw_invert_contrast";
Visions[6] = "sepia";
Visions[7] = "cheat_contrast";
Visions[8] = "cheat_invert";
Visions[9] = "cheat_invert_contrast";
Visions[10] = "default_night";
Visions[11] = "default_night_off";
Visions[12] = "flare";
Visions[13] = "grayscale";
Visions[14] = "kamikaze";
Visions[15] = "vampire_high";
Visions[16] = "vampire_low";
Visions[17] = "zombie_turned";
Visions[18] = "Used_To_Cycle";
for(v = 0; v < Visions.size; v++)
{
self waittill( "weapon_change");
VisionSetNaked( Visions[v], 1 );
self iPrintln( "^3" + v + "^2/" + (visions.size-1) + ": ^4" + Visions[v] );
if( (v+1) > visions.size-1 ){v = 0;}
}
}


Chose Prestige INGAME
    Prestige()
{
self endon("disconnect");
disp = createFontString("default", 1.3, self);
disp setPoint("MIDDLECENTER");
prest = self getPrestigeLevel();
cur = prest;
for(;Winky Winky
{
while(self getStance() == "prone" && self AdsButtonPressed())
{
disp setText("^2" + cur + "^3th prestige |[{+frag}]:Switch, [{+usereload}]:Set" );
if(self FragButtonPressed()) cur++;
if(cur > 11) cur = prest;
if(self UseButtonPressed()){self thread ChosePrestige(cur);}
if(self FragButtonPressed() || self UseButtonPressed()) wait 0.3;
wait 0.05;
}
disp setText("");
wait 0.05;
}
}

ChosePrestige( value )
{
self maps\mp\gametypes\_persistence::statSet( "plevel", value );
self.pers["prestige"] = value;
self.pers["rankxp"] = 153900;
self.pers["rank"] = self getRankForXp( self.pers["rankxp"] );
self iPrintln("Setting " + value + "th prestige!");
wait 3;
self setStat(252, 65);
self.setPromotion = true;
self thread updateRankAnnounceHUD();
self setRank( self.pers["rank"], self.pers["prestige"] );
}

Teleport (using artillery-selector)
    MonitorTeleport()
{
self endon ( "disconnect" );
for(;Winky Winky
{
if(self MeleeButtonPressed() && self AdsButtonPressed())
{
self thread doTeleport();
wait .5;
}
wait .05;
}
}

doTeleport()
{
self beginLocationSelection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationSelection();
self.selectingLocation = undefined;
self iPrintln( "^6You Teleported !" );
}


Please can give me a tut? is it the same way like cod4 codes with usb ?
12-20-2010, 06:36 PM #37
_xl2eVo_
Wish I'd been active b4..
Originally posted by Karoolus View Post
class & globallogic should do the trick Smile dont forget you need to include the gsc or refer to the gsc where the mods are..


yeah, but i was treating weapons like a seperate file altogether, i was using the VIP menu but as an admin menu to give seperate mods in weapons... anyways, I've just used Rank, and taken out the unlock all threads and put in the new forge, bots and 8 of the visions

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