Post: [PS3/XBOX/PC] DEREKTROTTER v8 (All updates 1-20)
12-14-2010, 08:03 PM #1
DEREKTROTTER
You're Goddamn Right
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Mossy V8 Edit (Complete)


Thanks to:
EliteMossy - Menu base/verification/gamemodes/lots of codes
Blackstorm - Menu upgrade v8>private + flashing text
x_Daftvader_x - Lots of cool codes
CODGlitcha - Coding for a few of the gamemodes
Chrome Playa - Dodgeball
+ anyone else i forgot :plank:
[/CENTER]

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Full Feature List

Account-
x1,000 Accolades
Colored Classes
Infinite ammo
Third Person
Suicide
Unbound Clan Tag
No Recoil
Current Gun - Random Camo
Set All Perks
Request Lv70
Request All Unlock

Infections-
Standard
Nuke Time
KillCam Time
Super SoH
Super Stopping Power
Super Danger Close
Knock Back
L33T Hacks
Sherbert Vision
Javi Macross
Nuke In Care Package
Infectable XP

KillStreaks-
UAV
Sentry Gun
Predator Missle
Emergency Airdrop
Stealth Bomber
Pavelow
Chopper Gunner
EMP
Harrier

Stats-
+50,000 Kills
+20,000 Deaths
+2,000 Wins
+1,000 Losses
+1,000,000 Score
+50,000 Headshots
+5 Days
+10 Killstreak
+10 Winstreak
Reset Stats

Weapons-
Gold Deagle
Default Weapon
RPG
Akimbo Thumpers
Spas-12
Intervention
AT-4
Akimbo Default Weapon
Spawn A Turrent
Teleport Gun
Crossbow
Quick Knifes
Nuke AT-4
Random Weapon
Care Package Gun
Rapid Fire Guns
Flamethrower
Death Machine

Models-
Normal
Care Package
Sentry Gun
UAV Plane
Little Bird
AC-130
Dev Sphere
Sex Doll
Chicken
Green Bush
Benzin Barrel
Ammo Crate
Palm Tree
Blue Car
Police Car

VIP-
Create Clone
Forge Options
UFO Mode
Walking AC-130
Wallhack
Modded Bullets
Select Bullet
Custom Sights
Select Sight
Teleporter
JetPack
Human Torch
Kill Text
Bomerman
Fake Airdrop
Terrorist

Admin-
Speed x2
Change Class
God Mode
Teleport Everyone To Me
Invisible
Spawn x3 Bots
Bots Play
Flyable Littlebird
Flyable Harrier
JaviRain
Change Appearance
Stealth Aimbot
Unfair Aimbot
Pimped Weapon Box

Air Support-
Attack Littlebird
Collosus Airstrike
Mega Airdrop
Napalm Strike
Pet Pavelow
Super AC-130
Suicide Harrier
MOAB

Radio-
Fall Back
Move In
Suppressing Fire
Attack-Left
Attack-Right
Hold Position
Regroup
Yeah Direct Hit
Take Him Out
Oopsy Daisy
Runner!!!
Light em Up
Thats gotta hurt
Guy Running
Nail Those Guys
Smoke em

Host-
Anti Join
Ranked Match
Force Host
Big XP
TheUnkn0wns Bunker
Stairway to heaven
Build Prison
Toggle Stealth Binds
Advertise
Flashing Text
Make Unlimited
Fast Restart
End Game
Rolling credits/End

Gamemodes-
Normal
The Gun Game v2
One in the chamber
Roll the Dice
Juggy Zombies
Hide & Seek
Quickscope Lobby
Ghost Busters
Bag Man
Dodgeball
Alien v Predator
Riot Wars

Maps-
All Non-DLC Maps

Game Settings-
Force UAV
Low Gravity
Toggle Super Jump
Toggle Super Speed
Toggle Game Speed
Toggle Fake Map
Toggle Gametype
Create Fog
Disable Spectating
Die Hard Mode
Turn To Night
Disco Mode
Disable Quit
Pro Mod
DICKS V PUSSIES
Toggle Friendly Fire

Team Settings-
Your team
God Mode
Speed x2
AutoAim
Wallack
Inf. ammo
Suicide
VIP

Enemy Team
God Mode
Speed x2
Autoaim
Wallhack
Inf. Ammo
Suicide
Teleport to Me

All Players-
Remove access
Verify
Level 70
Unlock All
Infect
Derank
Suicide
God Mode (ON/OFF)
Freeze Everyone (ON/OFF)
Teleport to Position
Coloured Scoreboard
**** Up Classes
Flag
Give everyone Drugs
Give Akimbo Thumpers
Rotate Screen
Set on fire
Send to Space
Turn to Exorcist
Unbound Clan Tag
Inf. Ammo
Send to prison


STEALTH BINDS:


  • DPAD LEFT whilst Crouching - Toggle Demi God
  • DPAD RIGHT whilst Crouching - Toggle Visibility
  • DPAD DOWN whilst Crouching - Toggle Aimbot
  • DPAD LEFT whilst Prone - Toggle Wallhack
  • DPAD RIGHT whilst Prone - Teleport Everyone to Crosshairs
  • DPAD DOWN whilst Prone - Teleport
  • R3 Whist Crouching - Toggle UFO Mode


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You must login or register to view this content.[/CENTER]
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UPDATE 4: - You must login or register to view this content.
> Fetched back the hide+seek models i removed, DLC maps etc...
> Flashing Text in host menu - fixed
> Added infectable XP
> Added Scare Player - thanks MecAj


UPDATE 3: Added Stats Menu + Map menu - You must login or register to view this content.

UPDATE 2: New menu look + fixed Nuke in CP Infection- You must login or register to view this content.

UPDATE 1: Now has FULL Force Host from TheUnkn0wn patch + can navigate the menu easily (top from bottom) from EliteMossy Private - You must login or register to view this content.

UPDATE 20 (FINAL) - You must login or register to view this content.
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UPDATE 19[/COLOR] - You must login or register to view this content.

> Fixed QS Mod - removed stealth bind from the gamemode + instant 70 on Connect
> Removed Mossys chopper - put sky base in temporary till i can make better use of space
> So now contains (Sky Plaza, TuhoajaFIN's bunker + Sky Base) - recommend using 1 per game
> Added "Change Class" function to account menu
> Changed model of Flyable Harrier to Littlebird + added Noobtube bullets
> Added Mossy's Disco Mode


need some good ideas guys Cool Man (aka Tustin)
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UPDATE 18
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> replaced Gun Game with Mossy's
> Added my Lock Player Code (Player Menu | All Player Menu + to the Derank code)
> Tripled height of "Send to space" + added a static effect
> Predator Missile Bullet
> Added my Sky Plaza - "Host Menu"
> Shoot REAL care packages is back
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UPDATE 17
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> Added Night Vision Toggle
> Lots of Modded Bullets (Stinger/RPG/AT-4/Javelin/All AC-130 bullets )
> Better Promod
> Can no longer knife in QS Mod
> Advertisement
> Removed Map Menu
> Added Reset Stats to the Derank Function
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UPDATE 16
- You must login or register to view this content. - (Few addons - UFO toggle with Melee whilst Crouching, a feature to toggle stealth binds ON/OFF + a couple of player options as seen You must login or register to view this content.
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UPDATE 15
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> Removed Spawn Menu + Dodge Ball
> Added "Freeze all Player" option
> Fixed Forge Mode - thanks to EliteMossy :y:
> Fixed the Predator Missile
> Added "Die-Hard" Mode (Game Settings Menu)
> Now has 2 Aimbots (Stealth + Unfair) - Unfair Aimbot HOST only
> Added Stealth Binds:
DPAD DOWN whilst Prone - Teleporter
DPAD LEFT whilst Prone - Wallhack toggle
> Quickscope Mod edits - replaced marathon perk with sleight of hand + changed throwing knife replen time to 10 seconds

Not too sure about the new menu style, the headers defo need a new colour.
Known bug: When scrolling up the menu options from bottom, sometimes the options temporarily disappear - can't be helped though with all the sub options

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UPDATE 14
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> Stealth Aimbot is back again
> Removed "Leaderboard Menu" - replaced with "Gamemode Menu"
> Added "Dodgeball" gamemode
> Added Homer Simpson's Multi Riot shield code - player menu
> Quickscope Mod edits - added throwing knife - (replens every 5 seconds), perks now PRO + a code to stop hardscopers thanks to Mossy :y:
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********UPDATE 13
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> Replaced "Sky Base" with "Flyable Harrier"
> ACid Rain now fires 40mm - less lag
> Added Perks to QS Mod
> Added Stealth Binds:
DPAD LEFT whilst Crouching - Demi God Mode (Toggle)
DPAD RIGHT whilst Crouching - Invisibility (Toggle)
DPAD DOWN whilst Crouching - Aimbot (Toggle)
DPAD RIGHT whilst Prone - Teleport Everyone to Crosshairs
:p
I think thats right lol, gonna add 2 more of these binds to LEFT + DOWN whilst prone

Couldnt fix Colin (i.e where Square or entering menu kills him - but not a big issue)
Played for an hour everything seems fine, report any bugs to me Cool Man (aka Tustin)
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********UPDATE 12 ALTERNATE[/COLOR] - You must login or register to view this content. - Contains Stealth Aimbot + Sky Base/Bunker are replaced with Artillery Gun/Merry Go round
Note: The merry go round is made for Terminal

UPDATE 12[/COLOR] - You must login or register to view this content.
> Original Aimbot is back
> Added TheUnkn0wn's Bunker to HOST Menu
> Added Lost4468's Skybase to HOST Menu
> Added Spawn Turret + Akimbo Colts (shoots noobtubes) to Weapons menu
> Added Homer Simpson's "Bomberman" (exploding head)

There is just a verification problem now in the extra gamemodes - but you shoudnt have to verify anyone in those, they are to have fun "fairly"
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********UPDATE 11 - FIXED[/COLOR] - You must login or register to view this content.
Verified/VIP/Admin can no longer access Players+ menu
> Fixed Hide + Seek:[/b] (Hiders - player doesnt show - only model) (seekers - godmode until released)
> Added DISCO MODE
> Replaced Javelin rain with ACid Rain "ac 140mm" Winky Winky
> Added "Reset Stats" to Players+ menu
> Added "Give everyone Drugs" to All Player Menu
> Made a basic quickscope MOSad Awesome-
(everyone gets Intervention only, no perks, no killstreaks, 50 health, UAV always on)

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********UPDATE 10c[/COLOR] - You must login or register to view this content.
> More All Player options ("infect", "unbound CT", "flag", etc....)
> Give Drugs is back
> Shaarpys custom classes as shown here - You must login or register to view this content.
> In Hide + Seek - seekers get GodMode until released
> Added Javelin Rain - toggle ON/OFF
> Contains STEALTH aimbot


********UPDATE 10b - ORIGINAL AIMBOT [/COLOR] - You must login or register to view this content.
> Contains original Mossy v8 Aimbot
> Added "Exploding AC-130" as a modded bullet ~ thanks to Homer Simpson
> Added Kill text to "fun menu"
> Fixed - "Disable Spectate", "VIP access to ADMIN" and "Napalm is back"
> Replaced "Give some drugs" with "Rotate Screen"
> You can now kill Colin

This aimbot won't be included in my next update

********UPDATE 10[/COLOR] - You must login or register to view this content.
> Removed Forge Mode and put the functions in "fun menu"
> VIP can no longer access admin
> Added "Super AC-130" and "Pet Pavelow" to Admin Menu
> Added more Player Menu options
> Added a spectate ON/OFF toggle (unsure if working)

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********UPDATE 9b[/COLOR] - You must login or register to view this content.
> Admins now keep access after death
> New menu look
> Improved forge mode, but still buggy


********UPDATE 9 (FIXED)[/COLOR] - You must login or register to view this content.
>Added Sex Doll as a Modded Bullet
> Replaced Sound Menu with a Game Settings Menu
Game Settings (Force UAV, Low Gravity, Super Jump, Super Speed, Game Speed, Fake Map, Gametype, Create Fog)
> Added Forge/Fun Mode as a seperate Gamemode
Basic forge features - Spawn,Move care packages + UFO (just a trial)

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********UPDATE 8-ALTERNATE (with STEALTH MOSSY AIMBOT + 11th PRESTIGE[/COLOR] - You must login or register to view this content.
> Replaced the aimbot with Mossy's Stealth Aimbot
> Added 11th Prestige Option to Host Menu (Debug Only) - You must login or register to view this content.


********UPDATE 8 - You must login or register to view this content.
> Fixed the "Human Torch" - you can now run with it
> Fixed "Nuke in Care Package"
> Added Toggle Gamemodes (GTNW, Arena, One Flag)
> Added "Flag Player" - (attach a flag to a player)
> Removed JaviNuke, Super Bomber and Super Harrier for extra space

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********UPDATE 7 - You must login or register to view this content.
> Added 2 new weapons (akimbo default weapon + Super Deagle)
> Added "Toggle Fake Map" - pic displays in pre-game lobby
> Moved (normal/slow-motion/hyper-speed) to host menu into one toggle
> Removed Super Speed + Large map from standard infections
> Added a superspeed toggle to Admin Menu

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********UPDATE 6 - You must login or register to view this content.
> Added "Death Machine" to Fun Menu
> Added "Napalm Strike" to Admin Menu
> Added "Give Nuke" to Player menu
> Added a Sound Menu
> New Menu look

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********UPDATE 5 - You must login or register to view this content.
> Fixed Force Host
> Added Care Package gun to fun menu - "shoot real care packages"
> Added Nuke in Care Package infection
> Added a couple of new options to player menu

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********UPDATE 4 - You must login or register to view this content.
> added No Recoil (account menu)
> updated Force Host - thanks TheUnkn0wn
> removed Javelin from player on spawn
> fixed "spin screen" code

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********UPDATE 3 - You must login or register to view this content.
> Removed the quickscope mod
> Fixed a few bugs
> Added a "proper" Model Menu - turn into care package etc... without player showing (thanks to EliteMossy for the script)
> Added Pro Mod, Slow Motion + Hyper Speed to Infections Menu
> Added "Spin Screen" to player menu Happy

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********UPDATE 2 - You must login or register to view this content.
> Added Quickscope Mod (created by Josephlittle) to "Host Menu" :

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********UPDATE 1 - You must login or register to view this content.
> Added Weapons Menu inc. Stinger SPAS / Super Models
> Added All Player Menu (Challenges / lv70 / Coloured Classes / Exorcist / Suicide / Derank)
> Added Human Torch
> Added "Afghan Trees" as a Modded Bullet
> Added "Give Admin" to player menu



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Latest Version
Contains PS3, XBOX360 and PC ready files
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12-31-2010, 12:50 AM #2342
iJokaa
Haters Keep Me Going Winky Winky
Originally posted by DEREKTROTTER View Post
Mossy V8 Edit (In Progress)


UPDATE 14[/COLOR] - You must login or register to view this content.
> Stealth Aimbot is back again
> Removed "Leaderboard Menu" - replaced with "Gamemode Menu"
> Added "Dodgeball" gamemode
> Added Homer Simpson's Multi Riot shield code - player menu
> Quickscope Mod edits - added throwing knife - (replens every 5 seconds), perks now PRO + a code to stop hardscopers thanks to Mossy :y:


where has the infinite ammo gone on the quickscope mod?
12-31-2010, 12:53 AM #2343
DEREKTROTTER
You're Goddamn Right
Originally posted by EliteMossy View Post
Diehard mode
    
if(getDvarInt("scr_diehard")==1){setDvar("scr_diehard",0);self PrintTXT("Diehard Mode Enabled","Fast Restart to Play");}else{setDvar("scr_diehard",1);self PrintTXT("Diehard Mode Disabled","Fast Restart to Play");}


This was made for my patch


nice coding Cool Man (aka Tustin)

i tried that dvar before but didn't think anything worked, you can't actually tell much difference from regular TDM

maybe theres a way to initialise this - VIP

    
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
VIP
Objective: Escort the VIP to safety, or eliminate the VIP beofore he reaches extraction
Map ends: When one team eliminates the enemy team, or the flag is reached
Respawning: Beginning of next round

Level requirementss
------------------
Spawnpoints:
classname mp_tdm_spawn


Spectator Spawnpoints:
classname mp_global_intermission
*/

main()
{
if(getdvar("mapname") == "mp_background")
return;

maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();

registerRoundSwitchDvar( level.gameType, 0, 0, 9 );
registerTimeLimitDvar( level.gameType, 10, 0, 1440 );
registerScoreLimitDvar( level.gameType, 500, 0, 5000 );
registerRoundLimitDvar( level.gameType, 1, 0, 10 );
registerWinLimitDvar( level.gameType, 1, 0, 10 );
registerRoundSwitchDvar( level.gameType, 3, 0, 30 );
registerNumLivesDvar( level.gameType, 1, 0, 10 );
registerWatchDvarInt( "halftime", 0 );

level.teamBased = true;
level.objectiveBased = true;

level.onPrecacheGameType = :GaspnPrecacheGameType;
level.onStartGameType = :GaspnStartGameType;
level.getSpawnPoint = ::getSpawnPoint;
level.onSpawnPlayer = :GaspnSpawnPlayer;
level.onNormalDeath = :GaspnNormalDeath;
level.onPlayerKilled = :GaspnPlayerKilled;
level.onDeadEvent = :GaspnDeadEvent;

game["dialog"]["gametype"] = "VIP";
}

onPrecacheGameType()
{
precacheShader( "compass_waypoint_captureneutral" );
precacheShader( "compass_waypoint_capture" );
precacheShader( "compass_waypoint_defend" );

precacheShader( "waypoint_captureneutral" );
precacheShader( "waypoint_capture" );
precacheShader( "waypoint_defend" );

precacheString( &"MP_ELIMINATED_VIP" );
precacheString( &"MP_DEFENDED_VIP" );
precacheString( &"SPLASHES_VIP" );

game["flagmodels"] = [];
game["flagmodels"]["neutral"] = "prop_flag_neutral";

game["flagmodels"]["allies"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
game["flagmodels"]["axis"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );

precacheModel( game["flagmodels"]["neutral"] );
precacheModel( game["flagmodels"]["allies"] );
precacheModel( game["flagmodels"]["axis"] );

}

onStartGameType()
{
setClientNameMode("auto_change");

if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;

if ( game["switchedsides"] )
{
oldAttackers = game["attackers"];
oldDefenders = game["defenders"];
game["attackers"] = oldDefenders;
game["defenders"] = oldAttackers;
}

setObjectiveText( "allies", &"OBJECTIVES_VIP" );
setObjectiveText( "axis", &"OBJECTIVES_VIP" );

if ( level.splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_VIP" );
setObjectiveScoreText( "axis", &"OBJECTIVES_VIP" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_VIP_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_VIP_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_VIP_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_VIP_HINT" );

level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );

level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );

allowed[0] = "vip";
allowed[1] = "sd";
//maps\mp\gametypes\_rank::registerScoreInfo( "capture", 200 );

maps\mp\gametypes\_gameobjects::main(allowed);

self thread waitToProcess();
}

waitToProcess()
{
level endon( "game_end" );
level endon( "waitSkipped" );

self thread extractionZone();
self thread skipWait();

gameFlagWait( "prematch_done" );
gameFlagWait( "graceperiod_done" );
self notify( "graceComplete" );

self thread vipSelection();
}

skipWait()
{
self endon( "graceComplete" );

for(;Winky Winky
{
if( level.players.size > 2 )
break;

wait( .5 );
}

self notify( "waitSkipped" );
self thread vipSelection();

}

getSpawnPoint()
{
spawnteam = self.pers["team"];
if ( game["switchedsides"] )
spawnteam = getOtherTeam( spawnteam );

if ( level.inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + spawnteam + "_start" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( spawnteam );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}

return spawnPoint;
}

onSpawnPlayer()
{
self.isVip = false;
self.usingObj = undefined;
level notify ( "spawned_player" );
}

onNormalDeath( victim, attacker, lifeId )
{
score = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score ) );

attacker maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( attacker.pers["team"], score );

team = victim.team;

if ( isDefined( victim.isVip ) && victim.isVip )
{
level thread vip_endGame( game["attackers"], &"MP_ELIMINATED_VIP" );
attacker.finalKill = true;
}
}

onPlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, killId)
{
thread checkAllowSpectating();
}

onTimeLimit()
{
if ( game["status"] == "overtime" )
{
winner = "forfeit";
}
else if ( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
{
winner = "overtime";
}
else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
{
winner = "axis";
}
else
{
winner = "allies";
}

thread maps\mp\gametypes\_gamelogic::endGame( winner, game["strings"]["time_limit_reached"] );
}

checkAllowSpectating()
{
wait ( 0.05 );

update = false;
if ( !level.aliveCount[ game["attackers"] ] )
{
level.spectateOverride[game["attackers"]].allowEnemySpectate = 1;
update = true;
}
if ( !level.aliveCount[ game["defenders"] ] )
{
level.spectateOverride[game["defenders"]].allowEnemySpectate = 1;
update = true;
}
if ( update )
maps\mp\gametypes\_spectating::updateSpectateSettings();
}

onDeadEvent( team )
{
if ( team == game["attackers"] )
{
level thread vip_endGame( game["defenders"], game["strings"][game["attackers"]+"_eliminated"] );
}
else if ( team == game["defenders"] )
{
level thread vip_endGame( game["attackers"], game["strings"][game["defenders"]+"_eliminated"] );
}
}

vip_endGame( winningTeam, endReasonText )
{
thread maps\mp\gametypes\_gamelogic::endGame( winningTeam, endReasonText );
}

vipSelection()
{
println( "SELECTION" );
potentialVIPs = [];
abortTime = 0;

for( ;; )
{
if ( level.players.size >= 2 )
break;

if ( abortTime >= 100 )
{
iPrintlnBold( "Game mode only playable with 2 or more players" );
wait( 2 );
maps\mp\gametypes\_callbacksetup::AbortLevel();
}

abortTime++;
wait( .1 );
}

foreach ( player in level.players )
{
if ( player.team == game["defenders"] )
potentialVIPs[ potentialVIPs.size ] = player;
}

selectedVIPNum = RandomIntRange( 0, potentialVIPs.size );
selectedPlayer = potentialVIPs[ selectedVIPNum ];

if ( !isAlive(selectedPlayer ) && !isSubStr( selectedPlayer.guid, "bot" ) )
selectedPlayer forceVIPSpawn();

setupVip( selectedPlayer );
}

setupVip ( vipPlayer )
{
vipPlayer TakeAllWeapons();
vipPlayer _clearPerks();

vipPlayer.isVip = true;

vipPlayer giveWeapon( "deserteagle_fmj_mp" );
vipPlayer giveStartAmmo( "deserteagle_fmj_mp" );

vipPlayer giveWeapon( "riotshield_mp" );
vipPlayer switchToWeapon( "riotshield_mp" );

vipPlayer _setPerk( "specialty_armorvest" );
vipPlayer _setPerk( "specialty_finalstand" );

vipPlayer iPrintlnBold( "You Are the VIP" );
//TO DO: add defend icon on the VIP
}

extractionZone()
{
extractionZone = getEntArray("extraction_vip", "targetname");

// check to see if zone is available.
if ( !isDefined( extractionZone ) )
{
println("WARNING: no extraction zone specified" );

printLn( "^1Not enough extraction zones found in level!" );
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
else
level.extractionZone = extractionZone;

trigger = level.extractionZone[0];
if ( isDefined( trigger.target ) )
{
visuals[0] = getEnt( trigger.target, "targetname" );
}
else
{
visuals[0] = spawn( "script_model", trigger.origin );
visuals[0].angles = trigger.angles;
}

extractionZone = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, (0,0,100) );
extractionZone maps\mp\gametypes\_gameobjects::allowUse( "friendly" );
extractionZone maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" );
extractionZone maps\mp\gametypes\_gameobjects::setUseText( &"MP_CALLING_EXTRACTION" );
extractionZone maps\mp\gametypes\_gameobjects::setUseTime( 0 );

extractionZone.onUse = :GaspnUse;
extractionZone.onCantUse = :GaspnCantUse;

traceStart = trigger.origin + (0,0,32);
traceEnd = trigger.origin + (0,0,-32);
trace = bulletTrace( traceStart, traceEnd, false, undefined );

fx = maps\mp\gametypes\_teams::getTeamFlagFX( game["defenders"] );
fxid = loadfx( fx );

upangles = vectorToAngles( trace["normal"] );
forward = anglesToForward( upangles );
right = anglesToRight( upangles );
thread spawnFxDelay( fxid, trace["position"], forward, right, 0.5 );

extractionZone maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_defend");
extractionZone maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defend");
extractionZone maps\mp\gametypes\_gameobjects::setVisibleTeam( "friendly" );

level.extractionZone = extractionZone;
}

setVIPUse()
{
foreach (player in level.players)
{
if ( ! player.isVip )
self.trigger disablePlayerUse(player);
}
}

onUse( player )
{
if ( !isDefined( player.isVip ) || ! player.isVip )
{
return;
}

iPrintlnBold( "Extraction on its way" );
self handleTimer( player );
}

handleTimer( player )
{
player endon( "death" );
level endon( "game_end" );

level.extractionTime = 45;
maps\mp\gametypes\_gamelogic::pauseTimer();
level.timeLimitOverride = true;
setGameEndTime( int( getTime() + (level.extractionTime * 1000) ) );
wait level.extractionTime;

//call the sentry airdrops
level thread vip_endGame( game["defenders"], &"MP_DEFENDED_VIP" );
}

onEndUse( team, player, success )
{
println( "End Use" );
}

onCantUse( player )
{
// player iPrintLnBold( &"MP_CANT_PLANT_WITHOUT_BOMB" );
}

spawnFxDelay( fxid, pos, forward, right, delay )
{
wait delay;
effect = spawnFx( fxid, pos, forward, right );
triggerFx( effect );
}

forceVIPSpawn()
{
self endon ( "death" );
self endon ( "disconnect" );
self endon ( "spawned" );

if ( self.hasSpawned )
return;

if ( !isValidClass( self.pers["class"] ) )
{
self.pers["class"] = "CLASS_CUSTOM1";

self.class = self.pers["class"];
}

self closeMenus();
self thread maps\mp\gametypes\_playerlogic::spawnClient();
}


---------- Post added at 07:53 PM ---------- Previous post was at 07:52 PM ----------

Originally posted by iJokaa View Post
where has the infinite ammo gone on the quickscope mod?


i took it off, its not really needed
12-31-2010, 12:56 AM #2344
Originally posted by EliteMossy View Post
Diehard mode
    
if(getDvarInt("scr_diehard")==1){setDvar("scr_diehard",0);self PrintTXT("Diehard Mode Enabled","Fast Restart to Play");}else{setDvar("scr_diehard",1);self PrintTXT("Diehard Mode Disabled","Fast Restart to Play");}


This was made for my patch


wasn't that diehard dvar in the patch but just not used? I thought ive seen it before in one of the gsc's..
12-31-2010, 12:58 AM #2345
DEREKTROTTER
You're Goddamn Right
Originally posted by iJokaa View Post
where has the infinite ammo gone on the quickscope mod?


i took it out, its not needed
12-31-2010, 01:03 AM #2346
mickie
Haxor!
just to point out a couple of faults,
1. Infections Menu, Pro Mod you loose it after you die Smile
2. with any of the extra game modes i.e. quickscope lobby, hide and seek etc etc in player menu they all have admin, they dont actually have admin but it says that they do Smile
the bomberman i dont get why it is there???
and the carepackage base thingy? it makes it lag really bad or is it just me??
but other than that you really are doing an amazing job Smile and we all really do appreciate it Smile

ps.. if anybody can help me convert a xbox patch to ps3 id really appreciate it Smile iv tryed it so many different ways its unbelievable, but none of them i can get right :( if someone could teach me that would be amazing Happy
many thanks..

mickie Smile
12-31-2010, 01:06 AM #2347
d7w7z
Bounty hunter
Originally posted by DEREKTROTTER View Post
i took it out, its not needed


You should add Team Options eg like God Mode your team or Teleport Team To... ect. I am adding a new menu for it in my edit now Smile
12-31-2010, 01:06 AM #2348
Originally posted by DEREKTROTTER View Post
nice coding Cool Man (aka Tustin)

i tried that dvar before but didn't think anything worked, you can't actually tell much difference from regular TDM

maybe theres a way to initialise this - VIP

    
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
VIP
Objective: Escort the VIP to safety, or eliminate the VIP beofore he reaches extraction
Map ends: When one team eliminates the enemy team, or the flag is reached
Respawning: Beginning of next round

Level requirementss
------------------
Spawnpoints:
classname mp_tdm_spawn


Spectator Spawnpoints:
classname mp_global_intermission
*/

main()
{
if(getdvar("mapname") == "mp_background")
return;

maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();

registerRoundSwitchDvar( level.gameType, 0, 0, 9 );
registerTimeLimitDvar( level.gameType, 10, 0, 1440 );
registerScoreLimitDvar( level.gameType, 500, 0, 5000 );
registerRoundLimitDvar( level.gameType, 1, 0, 10 );
registerWinLimitDvar( level.gameType, 1, 0, 10 );
registerRoundSwitchDvar( level.gameType, 3, 0, 30 );
registerNumLivesDvar( level.gameType, 1, 0, 10 );
registerWatchDvarInt( "halftime", 0 );

level.teamBased = true;
level.objectiveBased = true;

level.onPrecacheGameType = :GaspnPrecacheGameType;
level.onStartGameType = :GaspnStartGameType;
level.getSpawnPoint = ::getSpawnPoint;
level.onSpawnPlayer = :GaspnSpawnPlayer;
level.onNormalDeath = :GaspnNormalDeath;
level.onPlayerKilled = :GaspnPlayerKilled;
level.onDeadEvent = :GaspnDeadEvent;

game["dialog"]["gametype"] = "VIP";
}

onPrecacheGameType()
{
precacheShader( "compass_waypoint_captureneutral" );
precacheShader( "compass_waypoint_capture" );
precacheShader( "compass_waypoint_defend" );

precacheShader( "waypoint_captureneutral" );
precacheShader( "waypoint_capture" );
precacheShader( "waypoint_defend" );

precacheString( &"MP_ELIMINATED_VIP" );
precacheString( &"MP_DEFENDED_VIP" );
precacheString( &"SPLASHES_VIP" );

game["flagmodels"] = [];
game["flagmodels"]["neutral"] = "prop_flag_neutral";

game["flagmodels"]["allies"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
game["flagmodels"]["axis"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );

precacheModel( game["flagmodels"]["neutral"] );
precacheModel( game["flagmodels"]["allies"] );
precacheModel( game["flagmodels"]["axis"] );

}

onStartGameType()
{
setClientNameMode("auto_change");

if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;

if ( game["switchedsides"] )
{
oldAttackers = game["attackers"];
oldDefenders = game["defenders"];
game["attackers"] = oldDefenders;
game["defenders"] = oldAttackers;
}

setObjectiveText( "allies", &"OBJECTIVES_VIP" );
setObjectiveText( "axis", &"OBJECTIVES_VIP" );

if ( level.splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_VIP" );
setObjectiveScoreText( "axis", &"OBJECTIVES_VIP" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_VIP_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_VIP_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_VIP_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_VIP_HINT" );

level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );

level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );

allowed[0] = "vip";
allowed[1] = "sd";
//maps\mp\gametypes\_rank::registerScoreInfo( "capture", 200 );

maps\mp\gametypes\_gameobjects::main(allowed);

self thread waitToProcess();
}

waitToProcess()
{
level endon( "game_end" );
level endon( "waitSkipped" );

self thread extractionZone();
self thread skipWait();

gameFlagWait( "prematch_done" );
gameFlagWait( "graceperiod_done" );
self notify( "graceComplete" );

self thread vipSelection();
}

skipWait()
{
self endon( "graceComplete" );

for(;Winky Winky
{
if( level.players.size > 2 )
break;

wait( .5 );
}

self notify( "waitSkipped" );
self thread vipSelection();

}

getSpawnPoint()
{
spawnteam = self.pers["team"];
if ( game["switchedsides"] )
spawnteam = getOtherTeam( spawnteam );

if ( level.inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + spawnteam + "_start" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( spawnteam );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}

return spawnPoint;
}

onSpawnPlayer()
{
self.isVip = false;
self.usingObj = undefined;
level notify ( "spawned_player" );
}

onNormalDeath( victim, attacker, lifeId )
{
score = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score ) );

attacker maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( attacker.pers["team"], score );

team = victim.team;

if ( isDefined( victim.isVip ) && victim.isVip )
{
level thread vip_endGame( game["attackers"], &"MP_ELIMINATED_VIP" );
attacker.finalKill = true;
}
}

onPlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, killId)
{
thread checkAllowSpectating();
}

onTimeLimit()
{
if ( game["status"] == "overtime" )
{
winner = "forfeit";
}
else if ( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
{
winner = "overtime";
}
else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
{
winner = "axis";
}
else
{
winner = "allies";
}

thread maps\mp\gametypes\_gamelogic::endGame( winner, game["strings"]["time_limit_reached"] );
}

checkAllowSpectating()
{
wait ( 0.05 );

update = false;
if ( !level.aliveCount[ game["attackers"] ] )
{
level.spectateOverride[game["attackers"]].allowEnemySpectate = 1;
update = true;
}
if ( !level.aliveCount[ game["defenders"] ] )
{
level.spectateOverride[game["defenders"]].allowEnemySpectate = 1;
update = true;
}
if ( update )
maps\mp\gametypes\_spectating::updateSpectateSettings();
}

onDeadEvent( team )
{
if ( team == game["attackers"] )
{
level thread vip_endGame( game["defenders"], game["strings"][game["attackers"]+"_eliminated"] );
}
else if ( team == game["defenders"] )
{
level thread vip_endGame( game["attackers"], game["strings"][game["defenders"]+"_eliminated"] );
}
}

vip_endGame( winningTeam, endReasonText )
{
thread maps\mp\gametypes\_gamelogic::endGame( winningTeam, endReasonText );
}

vipSelection()
{
println( "SELECTION" );
potentialVIPs = [];
abortTime = 0;

for( ;; )
{
if ( level.players.size >= 2 )
break;

if ( abortTime >= 100 )
{
iPrintlnBold( "Game mode only playable with 2 or more players" );
wait( 2 );
maps\mp\gametypes\_callbacksetup::AbortLevel();
}

abortTime++;
wait( .1 );
}

foreach ( player in level.players )
{
if ( player.team == game["defenders"] )
potentialVIPs[ potentialVIPs.size ] = player;
}

selectedVIPNum = RandomIntRange( 0, potentialVIPs.size );
selectedPlayer = potentialVIPs[ selectedVIPNum ];

if ( !isAlive(selectedPlayer ) && !isSubStr( selectedPlayer.guid, "bot" ) )
selectedPlayer forceVIPSpawn();

setupVip( selectedPlayer );
}

setupVip ( vipPlayer )
{
vipPlayer TakeAllWeapons();
vipPlayer _clearPerks();

vipPlayer.isVip = true;

vipPlayer giveWeapon( "deserteagle_fmj_mp" );
vipPlayer giveStartAmmo( "deserteagle_fmj_mp" );

vipPlayer giveWeapon( "riotshield_mp" );
vipPlayer switchToWeapon( "riotshield_mp" );

vipPlayer _setPerk( "specialty_armorvest" );
vipPlayer _setPerk( "specialty_finalstand" );

vipPlayer iPrintlnBold( "You Are the VIP" );
//TO DO: add defend icon on the VIP
}

extractionZone()
{
extractionZone = getEntArray("extraction_vip", "targetname");

// check to see if zone is available.
if ( !isDefined( extractionZone ) )
{
println("WARNING: no extraction zone specified" );

printLn( "^1Not enough extraction zones found in level!" );
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
else
level.extractionZone = extractionZone;

trigger = level.extractionZone[0];
if ( isDefined( trigger.target ) )
{
visuals[0] = getEnt( trigger.target, "targetname" );
}
else
{
visuals[0] = spawn( "script_model", trigger.origin );
visuals[0].angles = trigger.angles;
}

extractionZone = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, (0,0,100) );
extractionZone maps\mp\gametypes\_gameobjects::allowUse( "friendly" );
extractionZone maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" );
extractionZone maps\mp\gametypes\_gameobjects::setUseText( &"MP_CALLING_EXTRACTION" );
extractionZone maps\mp\gametypes\_gameobjects::setUseTime( 0 );

extractionZone.onUse = :GaspnUse;
extractionZone.onCantUse = :GaspnCantUse;

traceStart = trigger.origin + (0,0,32);
traceEnd = trigger.origin + (0,0,-32);
trace = bulletTrace( traceStart, traceEnd, false, undefined );

fx = maps\mp\gametypes\_teams::getTeamFlagFX( game["defenders"] );
fxid = loadfx( fx );

upangles = vectorToAngles( trace["normal"] );
forward = anglesToForward( upangles );
right = anglesToRight( upangles );
thread spawnFxDelay( fxid, trace["position"], forward, right, 0.5 );

extractionZone maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_defend");
extractionZone maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defend");
extractionZone maps\mp\gametypes\_gameobjects::setVisibleTeam( "friendly" );

level.extractionZone = extractionZone;
}

setVIPUse()
{
foreach (player in level.players)
{
if ( ! player.isVip )
self.trigger disablePlayerUse(player);
}
}

onUse( player )
{
if ( !isDefined( player.isVip ) || ! player.isVip )
{
return;
}

iPrintlnBold( "Extraction on its way" );
self handleTimer( player );
}

handleTimer( player )
{
player endon( "death" );
level endon( "game_end" );

level.extractionTime = 45;
maps\mp\gametypes\_gamelogic::pauseTimer();
level.timeLimitOverride = true;
setGameEndTime( int( getTime() + (level.extractionTime * 1000) ) );
wait level.extractionTime;

//call the sentry airdrops
level thread vip_endGame( game["defenders"], &"MP_DEFENDED_VIP" );
}

onEndUse( team, player, success )
{
println( "End Use" );
}

onCantUse( player )
{
// player iPrintLnBold( &"MP_CANT_PLANT_WITHOUT_BOMB" );
}

spawnFxDelay( fxid, pos, forward, right, delay )
{
wait delay;
effect = spawnFx( fxid, pos, forward, right );
triggerFx( effect );
}

forceVIPSpawn()
{
self endon ( "death" );
self endon ( "disconnect" );
self endon ( "spawned" );

if ( self.hasSpawned )
return;

if ( !isValidClass( self.pers["class"] ) )
{
self.pers["class"] = "CLASS_CUSTOM1";

self.class = self.pers["class"];
}

self closeMenus();
self thread maps\mp\gametypes\_playerlogic::spawnClient();
}


---------- Post added at 07:53 PM ---------- Previous post was at 07:52 PM ----------



i took it off, its not really needed


I had vip in a patch before. its like turning on gtnw .. its not very good though .

---------- Post added at 01:06 AM ---------- Previous post was at 01:05 AM ----------

Originally posted by DEREKTROTTER View Post
nice coding Cool Man (aka Tustin)

i tried that dvar before but didn't think anything worked, you can't actually tell much difference from regular TDM

maybe theres a way to initialise this - VIP



---------- Post added at 07:53 PM ---------- Previous post was at 07:52 PM ----------

[/COLOR]

i took it off, its not really needed


I had vip in a patch before. its like turning on gtnw .. its not very good though .
12-31-2010, 01:07 AM #2349
EliteMossy
TheDigitalBoard.com
I just fixed the gfindconfig error Winky Winky

I think anyways.. :/
12-31-2010, 01:07 AM #2350
iJokaa
Haters Keep Me Going Winky Winky
Originally posted by mickie View Post
ps.. if anybody can help me convert a xbox patch to ps3 id really appreciate it Smile iv tryed it so many different ways its unbelievable, but none of them i can get right :( if someone could teach me that would be amazing Happy
many thanks..

mickie Smile


what patch do you want converted it will do it for you

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