Post: Proof of my socom4 mods
05-26-2011, 07:48 PM #1
Default Avatar
Deft
Guest
(adsbygoogle = window.adsbygoogle || []).push({}); For those of you who think im lying i will post single player scripts that i have gotten from the game Fully decrypted and decompressed...

    ActiveItemDataTable = {

--///////////////////////////////////////////////////////////////////////////
--// MEDKIT
--///////////////////////////////////////////////////////////////////////////
medkit_resuscitate_heal_percent = "50.0", -- percentage of health a character will have after being resuscitated
medkit_resuscitate_cooldown_time = "10.0", -- time the medkit will be disabled after resuscitating someone
medkit_heal_percent = "100.0", -- how much health will be restored with the medkit per hit
medkit_heal_duration = "5.0", -- time that the heal percent will be applied over
medkit_heal_charge_time = "9.0", -- time it takes for a charge to be restored
medkit_heal_range = "3.0", -- how far in front of the player the origin of the collision sphere lies
medkit_heal_radius = "3.0", -- radius of the healing collision sphere

--///////////////////////////////////////////////////////////////////////////
--// ACTIVE ITEM DATA LIST
--///////////////////////////////////////////////////////////////////////////
ActiveItemDataList = {

--///////////////////////////////////////////////////////////////////////////
--// LASER (continued)
--///////////////////////////////////////////////////////////////////////////
ActiveItemData0 = {
ActiveItemData = {
activeitem_type = "kActiveItemLaser",
faction = "FactionTypeAll",
id = "laser",
model_name = "art/game/weapons/s4_weapons/ammo/s4_laser_designator/s4_laser_designator.dae",
audio_item_stowed = "",
audio_fire = "art/audio/s4/zpr/sound/equip/repairing.zpr", -- sfx played when the item is used
audio_reload = "", -- not actually reloading, this is the confirmation sound
character_attachment_type = "kCharAttachTypeDefault",
animation_type = "",
animation_stowe_type = "",
animation_retrieve_type = "",
item_name = "WEAPON_Designator",
desc = "WEAPON_DES_Designator",
menu_selection_slot = "kSelectionMenuSlotEquipment",
max_uses = "0", -- not used by laser
active_time = "0.0", -- not used by laser
cooldown_time = "0.534159", -- unknown if used by laser
deployable_range = "0.0", -- repairkit is not a deployable
denied_audio = "",
activate_effect = "", -- effect played when in use. Unused for laser in favor of a pre-built laser effect
activate_attach_node = "firepoint", -- this is where activate_effect is played on the model
activate_effect_offset_pos = "0 0 0",
activate_effect_offset_rot = "0 0 0",
}
},

} -- ActiveItemDataList
} -- ActiveItemDataTable



COOP
    CoopGameProperties = {
MessageType = "kUIPlayerNotification",
MessagePriority = 0,
MessageDisplayTimeSec = 5.0,

JoinedGameMsg = "NETWORK_JOINED_PLAYERS_GAME", -- "You have joined {1}'s game."
PlayerEnteredGameMsg = "NETWORK_PLAYER_ENTERED_GAME", -- "{1} has joined the game."
PlayerLeftGameMsg = "NETWORK_PLAYER_LEFT_GAME", -- "{1} has left the game."

} -- end: CoopGameProperties


    -- ScriptVariableNames
--
-- Instant_Action_Mission
-- Mission_Difficulty
-- Instant_Action_Enemy_Density
-------

InstantActionOptions = {
InstantActionVariables = {

----------------------------------------------------------------
-- Instant_Action_Mission Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "1",
DisplayName = "OBJECTIVES_COOP_Takedown", --GENERAL_Neutralize_VIP
DisplayDescription = "OBJECTIVES_COOP_Takedown_Desc", --GENERAL_Locate_and_Neutralize_the_assigned_Officer
},
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "3",
DisplayName = "OBJECTIVES_COOP_Espionage", --GENERAL_Disarm_Bomb
DisplayDescription = "OBJECTIVES_COOP_Espionage_Desc", --GENERAL_Locate_and_disarm_the_planted_charges_before_they_detonate
},
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "2",
-- DisplayName = "GENERAL_Destroy_Object",
-- DisplayDescription = "GENERAL_Seek_out_a_high_value_target_and_destroy_it",
-- },
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "4",
-- DisplayName = "GENERAL_Defend_Area",
-- DisplayDescription = "GENERAL_DES_Defend_Area",
-- },


----------------------------------------------------------------
-- Instant_Action_Difficulty Variables
----------------------------------------------------------------
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "1",
DisplayName = "tag_difficulty_1_name", -- Easy
DisplayDescription = "GENERAL_For_new_recruits",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "2",
DisplayName = "tag_difficulty_2_name", -- Normal
DisplayDescription = "GENERAL_For_experienced_soldiers",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "3",
DisplayName = "tag_difficulty_3_name", -- Hard
DisplayDescription = "GENERAL_For_veteran_commanders",
},
-- {
-- InstantActionVariable = {
-- ScriptVariableName = "Mission_Difficulty",
-- ScriptVariableValue = "4",
-- DisplayName = "tag_difficulty_4_name", -- Elite
-- DisplayDescription = "GENERAL_For_the_best_of_the_best",
-- },
-- },

----------------------------------------------------------------
-- Instant_Action_Enemy_Density Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "1",
DisplayName = "GENERAL_Density_Low",
DisplayDescription = "GENERAL_DES_Density_Low",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "2",
DisplayName = "GENERAL_Density_Medium",
DisplayDescription = "GENERAL_DES_Density_Medium",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "3",
DisplayName = "GENERAL_Density_High",
DisplayDescription = "GENERAL_DES_Density_High",
},

}
}


    MPGameProperties = {
InviteToPartyXMBSubject = "PARTY_INV_Subj"; -- Max length: 17
InviteToPartyXMBBody = "PARTY_INV_Body"; -- Max length: 511

NewRoundTransitionPreviousRoundFinishTimeMS = 7000,
NewRoundTransitionResetGameTimeMS = 9500,
NewRoundTransitionFadeInTimeMS = 12000,
GameEndNearTimeSecondsRemaining = 60,
MusicCuePreGame = "",


MusicCuePostGameVictory = "",
MusicCuePostGameDefeat = "",

KillStreakStart = 5,

RoundEndDelayTeamDied = 5000, -- If the round ends from everyone on a team dying (classic, no respawn game), delay before announcing the end round.

TapTalkPeriodSeconds = 10, -- time allowed to talk after tap
TapTalkCooldownSeconds = 5, -- 'cooldown' on talking after talk time is up

}


Zipper you are lacking thy security once again...
I still love you though zipper, thanks for the practice. This time it took a few months to actually get it working Smile hooray for you guys Happy.

Video soon keep a look out, my computer recently died on me so it is hard to record with this shitty laptop.

Due to certain scripts in the game which may allow exploiting servers and piracy, i will not be releasing this to the public, because of the morons that seem to wanna destroy everything they come across because they seem to think they are hackers. So unless i figure out a way to seperate these properly i wont release.
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The following user thanked Deft for this useful post:

Criptus
06-09-2011, 01:19 PM #38
camero76
Save Point
lol dang and tonic dont get me started on your ass eather even thow im cool but hell like realy you care tonic dos any 1 if he did then cool if not then not cool
06-12-2011, 10:11 AM #39
Default Avatar
Deft
Guest
Originally posted by Tonic View Post
You know you people really do amuse me, you say someone else will release it yet what you don't quite seem to understand is that well... People that ARE smart enough to do it don't release stuff, only children who steal other stuff release exploits, and lol packets, I was doing that on Confrontation before anyone, what a stupid comment.

Well I got my monthly trolling out of my system.

And deft, what's up you big ego whore jew?


Haven't seen you in forever homo, lol i take it you still playing pc games, or are you going to come back to the ps3? other then that i haven't been up to nothing, STILL on parole and STILL fighting the system, the cock suckers just don't wanna let me go lmao.
06-12-2011, 12:12 PM #40
chronicgaming
06-20-2011, 09:27 AM #41
Tonic
Save Point
Originally posted by Deft View Post
Haven't seen you in forever homo, lol i take it you still playing pc games, or are you going to come back to the ps3? other then that i haven't been up to nothing, STILL on parole and STILL fighting the system, the cock suckers just don't wanna let me go lmao.


Ehh, I had a PS3 during the network outage and 3 weeks after it, then it gave me the infamous failure 'YLOD'. Going to fix it so that I can deactivate it off my PSN and then probably chuck it for a bit of cash and hit up the Xbox scene. Sony clearly fails to much... Console giving YLOD... Console getting pwned... Network getting hacked.... valueble information being stolen.. The typical fail. :rolleyes:
06-20-2011, 11:42 AM #42
Default Avatar
Deft
Guest
Tonic, you are forgetting xbox fails there customers in many ways... Are you forgetting? the xbox live servers were also once hacked.
06-20-2011, 09:24 PM #43
Tonic
Save Point
Yeah but I hate sony. 2 PS3's ylod? fail... $5,000 racked up on my credit? fail...

If Someone got on AIM more he would know these things about me Winky Winky
06-21-2011, 03:52 AM #44
Default Avatar
Deft
Guest
i hate aim, once a year is good enough for me lol. I have had my ps3 for many years now and it has not once failed me.
06-21-2011, 04:11 AM #45
how did u get socom 4 mods???????????????????/
please reply
06-21-2011, 06:03 AM #46
Sniped
Bounty hunter
People like this ^ and all the other flamers do not belong in this thread, nor on the forum. It is those who bring the site's intelligence as a unit down so much.


Gixxer, just read through the thread ffs

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