for (int i = 1060; i < 1090; i++)
{
SV_GameSendServerCommand(-1, "d " + i + " vehicle_b2_bomber";
}
Models:[spoiler]
tag_origin
machinery_radome_cage
vehicle_forklift
vehicle_b2_bomber
vehicle_predator_b
machinery_windmill
com_barrel_benzin
vehicle_hummer_destructible
foliage_pacific_bushtree01_animated
foliage_desertbrush_3_animated
foliage_pacific_flowers06_animated
com_plasticcase_green_big_us_dirt
prop_flag_neutral
com_bomb_objective_d
com_bomb_objective
mil_tntbomb_mp
com_plasticcase_beige_big
com_laptop_2_open
com_cellphone_on
machinery_oxygen_tank02
com_ex_airconditioner
com_pipe_8x96_gas
com_pipe_4x64_metal
me_electricbox4
com_pipe_8x128_metal
oil_pump_jack01
oil_pump_jack02
accessories_windsock_large
vehicle_mig29_desert
projectile_cbu97_clusterbomb
vehicle_hummer_destroyed
machinery_oxygen_tank02_dam
machinery_oxygen_tank02_des
com_ex_airconditioner_dam
com_ex_airconditioner_fan
me_electricbox4_dest
me_electricbox4_door
weapon_claymore
weapon_riot_shield_mp
weapon_javelin
projectile_javelin_missile
weapon_c4_mp
weapon_c4
weapon_light_marker
weapon_claymore_bombsquad
weapon_c4_bombsquad
mp_trophy_system
mp_trophy_system_bombsquad
prop_suitcase_bomb
weapon_uav_control_unit
com_deploy_ballistic_vest_friend_hand
vehicle_ac130_coop
projectile_tag
angel_flare_rig
ac130_zoomrig
vehicle_uav_static_mp
vehicle_phantom_ray
prop_remotecontrol
vehicle_av8b_harrier_jet_mp
veapon_minigun
projectile_hellfire_missile
om_plasticcase_friendly
com_plasticcase_enemy
com_plasticcase_trap_friendly
com_plasticcase_trap_bombsquad
vehicle_little_bird_armed
vehicle_ac130_low_mp
sentry_minigun_folded
com_plasticcase_delta
com_plasticcase_ussr
vehicle_cobra_helicopter_fly_low
vehicle_mi24p_hind_mp
vehicle_pavelow
vehicle_apache_mp
vehicle_little_bird_minigun_left
sentry_minigun_weak
mp_sam_turret
vehicle_v22_osprey_body_mp
com_deploy_ballistic_vest_friend_world
mp_remote_turret
vehicle_remote_uav
test_vehicle_little_bird_toy_placement
vehicle_ugv_talon_mp
projectile_at4
viewmodel_riot_shield_mp
mil_emergency_flare_mp
vehicle_ugv_talon_obj_red
[/spoiler]
On - PS3.SetMemory(0x0110d73f + (Client * 0x3980), new byte[] { 0x01, 0xFF });
Off - PS3.SetMemory(0x0110d73f + (Client * 0x3980), new byte[] { 0x00, 0x00 });
public static void Invert(Int32 client, Byte input)
{
PS3.SetMemory(0x110a280 + 0x64 + ((UInt32)client * 0x3980), new Byte[] { 0x44 });
PS3.SetMemory(0x110a280 + 0x68 + ((UInt32)client * 0x3980), new Byte[] { 0x44 });
PS3.WriteByte(0x110a280 + 0x65 + ((UInt32)client * 0x3980), input);
PS3.WriteByte(0x110a280 + 0x69 + ((UInt32)client * 0x3980), input);
}
CBUF_ADDTEXT("bg_bulletExplRadius 1000");
CBUF_ADDTEXT("bg_bulletExplDmgFactor 100");
On - PS3.SetMemory((uint)(0x110a773 + (client * 0x3980)), new byte[] { 0xc5, 0xff });
Off - PS3.SetMemory((uint)(0x110a773 + (client * 0x3980)), new byte[2]);
On - PS3.SetMemory((uint)(0x110a280 + (client * 0x3980)), new byte[] { 0x80 });
Off - PS3.SetMemory((uint)(0x110a280 + (client * 0x3980)), new byte[] { 0x00 });
On - PS3.SetMemory((uint)(0x110a280 + (client * 0x3980)), new byte[] { 0x30});
Off - PS3.SetMemory((uint)(0x110a280 + (client * 0x3980)), new byte[] { 0x00});
0x318c9ab1
0x318c838b
CBUF_ADDTEXT("gameInvitesReceived");
SV_GameSendServerCommand(-1, "q cg_deadChatWithDead 1" + " cg_deadChatWithTeam 1" + " cg_deadHearTeamLiving 1" + " cg_deadHearAllLiving 1" + " cg_everyonehearseveryone 1");
CBUF_ADDTEXT("g_knockback 50000);
Reset - CBUF_ADDTEXT("reset g_knockback");"
SV_GameSendServerCommand(-1, "d 1134 vehicle_forklift");
SV_GameSendServerCommand(-1, "d 1657 vehicle_forklift");
SV_GameSendServerCommand(-1, "d 8 20 50 255");
I call this from Numeric's
SV_GameSendServerCommand(-1, "d 8 " + R.Value + " " + G.Value + " " + B.Value);
And for the disco function i call it like this
public static void SetSunLight(int Client, double R, double G, double B)
{
SV_GameSendServerCommand(Client, "d 8 " + R + " " + G + " " + B);
}
public static bool DiscoState = false;
public static Thread DiscoThread;
ThreadStart Start = null;
Thread.Sleep(100);
if (Start == null)
{
Start = () => Disco();
}
DiscoThread = new Thread(Start);
DiscoThread.IsBackground = true;
DiscoThread.Start();
And this in another button called "Stop Disco"
DiscoThread.Abort();
Functions.SetSunLight(-1, 1.0, 1.0, 1.0);
Disco Function:
public static void SetSunLight(int Client, double R, double G, double B)
{
SV_GameSendServerCommand(Client, "d 8 " + R + " " + G + " " + B);
}
public static void Disco()
{
PS3.Connect();// Since this is a thread out side the current UI we have to connect to the ps3 again.
while (DiscoThread.IsAlive)
{
for (double Colour = 1; Colour < 14; Colour++)
{
if (Colour > 2)//Red
{
if (Colour > 4)//Yellow
{
if (Colour > 6)//Grenn
{
if (Colour >
//Cyan
{
if (Colour > 10)//Blue
{
if (Colour == 13)//Violett
{
iPrintln(-1, "^1F^2U^4C^1K^2I^4N^1G ^2P^4A^1R^2T^4Y ^1H^2A^4R^1D ^6<3");
}
else
SetSunLight(-1, Colour - 10, 0, Colour - 10);
}
else
SetSunLight(-1, 0, 0, Colour -
;
}
else
SetSunLight(-1, 0, Colour - 6, Colour - 6);
}
else
SetSunLight(-1, 0, Colour - 4, 0);
}
else
SetSunLight(-1, Colour - 2, Colour - 2, 0);
}
else
SetSunLight(-1, Colour, 0, 0);
Thread.Sleep(200);
}
}
}
public static float[] GetOrigin(uint Client)
{
return PS3.ReadFloatLength(0x110a29c + (Client * 0x3980), 3);
}
public static float[] GetAngles(uint Client)
{
return PS3.ReadFloatLength(0x110a3d8 + (Client * 0x3980), 3);
}
AnglesToForward:
public static float[] AnglesToForward(float[] Origin, float[] Angles, uint Distance)
{
float diff = Distance;
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
return new float[] { Origin[0] + num3, Origin[1] + num2, Origin[2] - num };
}
SolidModel's:
public static uint SolidModel(float[] Origin, float[] Angles, string Model, Int32 Index)// = Bush.CarePackage "com_plasticcase_friendly"
{
uint Entity = (uint)RPC.Call(0x01C058C);//G_Spawn
PS3.WriteFloatArray(Entity + 0x138, Origin);//Position
PS3.WriteFloatArray(Entity + 0x144, Angles);//Orientation
RPC.Call(0x01BEF5C, Entity, Model);//G_SetModel
RPC.Call(0x01B6F68, Entity); //SP_script_model
RPC.Call(0x002377B8, Entity);//SV_UnlinkEntity
PS3.WriteByte(Entity + 0x101, 4);
PS3.WriteInt(Entity + 0x8C, (Int32)Index);
RPC.Call(0x0022925C, Entity);//SV_SetBrushModel
RPC.Call(0x00237848, Entity);//SV_LinkEntity
return Entity;
}
Spawn Wall Function:
public static void SpawnWall(UInt32 Client, uint Height, uint Length)
{
bool State = false;
bool State1 = false;
uint Count = Height;
float[] Origin = new float[3];
float[] NewOrigin = new float[3];
float[] Angles = new float[3];
float[] forward = new float[3];
for (uint i = 0; i < Length * Height + 1; i++)
{
if (State == false)
{
Origin = Functions.GetOrigin(Client);
NewOrigin = Origin;
Angles = Functions.GetAngles(Client);
forward = Functions.AnglesToForward(Origin, new float[] { 0, Angles[1], 0 }, 55);
State = true;
}
Functions.SolidModel(new float[] { forward[0], forward[1], Origin[2] }, new float[] { 0, Angles[1] + 90, 0 }, "com_plasticcase_friendly", 2);
if (State1 == true)
{
if (i == Count)
{
Origin[2] += -((Height - 1) * 25);
NewOrigin = Functions.AnglesToForward(NewOrigin, new float[] { 0, Angles[1] - 90, 0 }, 55);
forward = Functions.AnglesToForward(NewOrigin, new float[] { 0, Angles[1], 0 }, 55);
Count += Height;
}
else
{
Origin[2] += 25;
}
}
else
{
State1 = true;
}
}
State = false;
State1 = false;
}
Called Like This:
SpawnWall((uint)Client, 5, 5)
5,5 = 5 high and 5 wide.
public static void SpawnO(UInt32 Client, uint Height, uint Length)
{
bool State = false;
bool State1 = false;
uint Count = Height;
float[] Origin = new float[3];
float[] NewOrigin = new float[3];
float[] Angles = new float[3];
float[] forward = new float[3];
for (uint i = 0; i < Length * Height + 1; i++)
{
if (State == false)
{
Origin = Functions.GetOrigin(Client);
NewOrigin = Origin;
Angles = Functions.GetAngles(Client);
forward = Functions.AnglesToForward(Origin, new float[] { 0, Angles[1], 0 }, 55);
Angles[1] += 15;
State = true;
}
Functions.SolidModel(new float[] { forward[0], forward[1], Origin[2] }, new float[] { 0, Angles[1] + 90, 0 }, "com_plasticcase_friendly", 2);
if (State1 == true)
{
if (i == Count)
{
Origin[2] += -((Height - 1) * 25);
NewOrigin = Functions.AnglesToForward(NewOrigin, new float[] { 0, Angles[1] - 90, 0 }, 55);
forward = Functions.AnglesToForward(NewOrigin, new float[] { 0, Angles[1], 0 }, 55);
Count += Height;
Angles[1] += 15;
}
else
{
Origin[2] += 25;
}
}
else
{
State1 = true;
}
}
State = false;
State1 = false;
}
Called Like this:
SpawnO((uint)Client, 5, 25);
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