Post: Proof of my socom4 mods
05-26-2011, 07:48 PM #1
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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
07-14-2011, 03:52 AM #56
can't wait this should be fun and oh yeah no more "hints". Dancing
07-22-2011, 05:28 PM #57
Default Avatar
Deft
Guest
I don't associate with this site anymore, there are too many people that come here who are ignorant, they bash you, i go defensive then they twist it, they leech and call you the leech, they steal work and make you look bad, and if they didn't do it and can't have it then you are a fake leech with a big ego. So if anyone wants the files then sign up to the cyndicate.

I will throw the files back up some time today because they were deleted due to server problems. So if you can't download it don't worry they will be back up.
08-21-2011, 04:15 PM #58
ANGEL.KSA
Save Point
hi dfet

Is cheating ready files ?
When we can cheat in the game
؟؟؟:black:

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