Post: [ NEW ] ★ Converted Codes ★ [ UPDATED ]
07-17-2012, 09:57 AM #1
x Elite MoDz x
Climbing up the ladder
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Here Are Some Converted Codes And Some Original.

Credit To:
x2EzYx--
Cod5 Man
x_DaftVader_x
nay
choco
(if you see any codes made by anyone that's not on this list please say!)



★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★

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Bot Drop:

    
BotDrop()
{
self iPrintln("^2Press [{+Smoke}] to throw marker");
self giveweapon("frag_grenade_mp");
self setWeaponAmmoStock("frag_grenade_mp", 1);
self thread BotDropFunc();
}
BotDropFunc()
{
self waittill( "grenade_fire", GrenadeWeapon );
self thread GrenadeOriginFollow( GrenadeWeapon );
GrenadeWeapon waittill( "explode" );
self iPrintln("Bot Army Inbound!");
self.c["Chopper"] = spawn("script_model", (3637, 10373, 750));
self.c["Chopper"] setModel("defaultvehicle");
self.c["Chopper"].angles = (self.angles);
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 13.5);
wait 13.5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 50), 4);
wait 4;
level.botorigin = self.c["Chopper"].origin;
self thread mybot(5);
wait 5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 4);
wait 4;
self.c["Chopper"] moveto((3637, 10373, 750), 7);
wait 7;
self.c["Chopper"] delete();
}
GrenadeOriginFollow( Gren )
{
Gren endon( "explode" );
for(;Winky Winky
{
self.Grenade = Gren.origin;
wait .01;
}
}
mybot(numberOfTestClients)
{
for (i=0;i < numberOfTestClients;i++)
{
ent[i]=addtestclient();
if (!isdefined(ent[i]))
{
wait 1;
continue;
}
ent[i].pers["isBot"]=true;
team=self.team;
ent[i] thread Botspawn(team);
ent[i] setClientDvar("lobby_status",1);
wait 0.1;
}
}
BotSpawn(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)];
self notify("menuresponse","changeclass",class);
self waittill("spawned_player");
self setOrigin(level.botorigin);
self notify("disconnect");
}
}


Bouncing Actor

    defmove()
{
if(self.def == false)
{
self.def = true;
self iPrintln("Bouncing Actor ^2On");
self thread defmoveb();
}
else
{
self.def = false;
self iPrintln("Bouncing Actor ^1Off");
self notify("removedef");
}
}
defmoveb()
{
self endon("disconnect");
self endon("removedef");
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
self endLocationselection();
self.selectingLocation=undefined;
bp = location+(0,100,25);
tp = location+(0,100,100);
dd=spawn("script_model",location+(0,50,200));
dd setModel("defaultactor");
thread delm(dd);
while(isDefined(self))
{
dd moveTo(tp,3,.2,.2);
dd rotateYaw(180,.7);
wait(3);
dd moveTo(bp,.7,.3,.2);
dd rotateYaw(180,.7);
wait(.7);
playFx(loadFx("explosions/default_explosion"),bp);
radiusDamage(bp,250,250,250,self);
}
}
delm(a)
{
self waittill("removedef");
a delete();
}


Skating Actor:

    
::SkatingActor;

SkatingActor(X, Y, Z, T)
{
self endon("disconnect");
self beginLocationSelection("rank_prestige10",level.artilleryDangerMaxRadius);
self.selectingLocation = true;
self waittill("confirm_location",location);
newLocation = bulletTrace(location+(0,0,2500),(location+(0,0,-2500)),0,self)["position"];
self endLocationSelection();
self.selectingLocation = undefined;
skater = spawn("script_model",newLocation+(0,0,2500),2);
skater setModel("defaultactor");
wait 2.2;
fall = bullettrace(skater.origin, skater.origin+(0,0,-2500),false,self);
time = actorSpeed(635, skater.origin, fall["position"]);
skater moveto(fall["position"], time);
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
wait 0.1;
iprintln(self.name+" ^3Has Spawned A Skating Actor\n^1EveryOne On The Dance Floor^0!");
skater setspeed(75,85);
skater setyawspeed(25,49,49);
skater Solid();
skater setContents(1);
skater thread actorSpeed();
for(;Winky Winky
{
T = 299;
Z = 199;
X = randomint(899);
Y = randomint(899);
skater moveto((X, Y, T),1);
skater rotateYaw(360,0.3);
wait 3;
skater moveto((X, Y, Z),1);
skater rotateYaw(360,0.3);
wait 1;
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
radiusDamage(skater.origin,199,99,199,level.players[skater]);
wait 3;
}
}
actorSpeed(speed, origin, moveto)
{
dist = distance(origin, moveto);
time = (dist / speed);
return time;
}


Surface to air missile


    "Surface-to-air Missile",::SurfaceToAirMissile,"");

SurfaceToAirMissile()
{
//self choco\menubase::ExitMenu();
box=spawn("script_model",self.origin+(0,50,0));
box setModel("com_plasticcase_beige_big");
box.angles=(0,90,0);
missile=spawn("script_model",self.origin+(0,50,75));
missile setModel("projectile_cbu97_clusterbomb");
missile.angles=(-90,90,90);
self iPrintlnBold("Surface to Air Missile ready! Shoot to select location");
self waittill("weapon_fired");
self iPrintlnBold("\n\n\n\n\n\n");
self beginLocationselection("rank_prestige10",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location +(0,0,100),location -(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
for(i=5;i>0;i--)
{
self iPrintlnBold("\n\n\n^1"+i+"\n\n");
self playLocalSound("ui_mp_timer_countdown");
wait 1;
}
self iPrintlnBold("\n\n\n\n\n");
self playSound("weap_hind_missile_fire");
self playLoopSound("weap_rpg_loop");
missile moveTo(missile.origin+(0,0,10000),15,1,5);
missile thread SmokeTrails();
wait 10;
missile rotatePitch(180,5);
wait 5;
missile moveTo(target,3,1);
for(t=0;t<3;t++)
{
missile rotateRoll(360,1);
wait 1;
}
playFx(loadFx("explosions/aerial_explosion_large"),missile.origin);
self playSound("exp_suitcase_bomb_main");
radiusDamage(missile.origin,1000,750,5,self);
earthQuake(.5,3,missile.origin,1000);
missile delete();
box delete();
self notify("donemissile");
}


Toggle Custom Sights


    doCs()
{
if(self.WantsSights)
{
self.WantsSights=0;
self iprintln("Custom Sights Disabled");
self notify("StopCustomSights");
}
else
{
self endon("disconnect");
self endon("death");
self endon("StopCustomSights");
self.WantsSights=1;
self iprintln("Custom Sights Enabled");
if(!isDefined(self.SightIcon))
{
self.SightIcon=createIcon(level.CSL[self.PCS],10,10);
self.SightIcon setPoint("CENTER","CENTER",0,0);
self.SightIcon.alpha=0;
}
for(;Winky Winky
{
wait .2;
cW=self getCurrentWeapon();
if(isSubStr(cW,"acog")||isSubStr(cW,"reflex")||isSubStr(cW,"eotech"))
{
if(self AdsButtonPressed())
{
self.SightIcon setShader(level.CSL[self.PCS],25,25);
self.SightIcon setShader(level.CSL[self.PCS]);
self.SightIcon.alpha=0.75;
}
else
{
self.SightIcon.alpha=0;
}
}




There will be more soon...
Last edited by x Elite MoDz x ; 07-17-2012 at 10:02 AM.

The following 4 users say thank you to x Elite MoDz x for this useful post:

Click_Tick_19, Harry, KingcreekS, Simple-_-Modz
07-18-2012, 02:54 PM #11
i :)
Banned
Originally posted by x
Here Are Some Converted Codes And Some Original.

Credit To:
x2EzYx--
Cod5 Man
x_DaftVader_x
nay
choco
(if you see any codes made by anyone that's not on this list please say!)



★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★

★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★

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Bot Drop:

    
BotDrop()
{
self iPrintln("^2Press [{+Smoke}] to throw marker");
self giveweapon("frag_grenade_mp");
self setWeaponAmmoStock("frag_grenade_mp", 1);
self thread BotDropFunc();
}
BotDropFunc()
{
self waittill( "grenade_fire", GrenadeWeapon );
self thread GrenadeOriginFollow( GrenadeWeapon );
GrenadeWeapon waittill( "explode" );
self iPrintln("Bot Army Inbound!");
self.c["Chopper"] = spawn("script_model", (3637, 10373, 750));
self.c["Chopper"] setModel("defaultvehicle");
self.c["Chopper"].angles = (self.angles);
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 13.5);
wait 13.5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 50), 4);
wait 4;
level.botorigin = self.c["Chopper"].origin;
self thread mybot(5);
wait 5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 4);
wait 4;
self.c["Chopper"] moveto((3637, 10373, 750), 7);
wait 7;
self.c["Chopper"] delete();
}
GrenadeOriginFollow( Gren )
{
Gren endon( "explode" );
for(;Winky Winky
{
self.Grenade = Gren.origin;
wait .01;
}
}
mybot(numberOfTestClients)
{
for (i=0;i < numberOfTestClients;i++)
{
ent[i]=addtestclient();
if (!isdefined(ent[i]))
{
wait 1;
continue;
}
ent[i].pers["isBot"]=true;
team=self.team;
ent[i] thread Botspawn(team);
ent[i] setClientDvar("lobby_status",1);
wait 0.1;
}
}
BotSpawn(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)];
self notify("menuresponse","changeclass",class);
self waittill("spawned_player");
self setOrigin(level.botorigin);
self notify("disconnect");
}
}


Bouncing Actor

    defmove()
{
if(self.def == false)
{
self.def = true;
self iPrintln("Bouncing Actor ^2On");
self thread defmoveb();
}
else
{
self.def = false;
self iPrintln("Bouncing Actor ^1Off");
self notify("removedef");
}
}
defmoveb()
{
self endon("disconnect");
self endon("removedef");
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
self endLocationselection();
self.selectingLocation=undefined;
bp = location+(0,100,25);
tp = location+(0,100,100);
dd=spawn("script_model",location+(0,50,200));
dd setModel("defaultactor");
thread delm(dd);
while(isDefined(self))
{
dd moveTo(tp,3,.2,.2);
dd rotateYaw(180,.7);
wait(3);
dd moveTo(bp,.7,.3,.2);
dd rotateYaw(180,.7);
wait(.7);
playFx(loadFx("explosions/default_explosion"),bp);
radiusDamage(bp,250,250,250,self);
}
}
delm(a)
{
self waittill("removedef");
a delete();
}


Skating Actor:

    
::SkatingActor;

SkatingActor(X, Y, Z, T)
{
self endon("disconnect");
self beginLocationSelection("rank_prestige10",level.artilleryDangerMaxRadius);
self.selectingLocation = true;
self waittill("confirm_location",location);
newLocation = bulletTrace(location+(0,0,2500),(location+(0,0,-2500)),0,self)["position"];
self endLocationSelection();
self.selectingLocation = undefined;
skater = spawn("script_model",newLocation+(0,0,2500),2);
skater setModel("defaultactor");
wait 2.2;
fall = bullettrace(skater.origin, skater.origin+(0,0,-2500),false,self);
time = actorSpeed(635, skater.origin, fall["position"]);
skater moveto(fall["position"], time);
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
wait 0.1;
iprintln(self.name+" ^3Has Spawned A Skating Actor\n^1EveryOne On The Dance Floor^0!");
skater setspeed(75,85);
skater setyawspeed(25,49,49);
skater Solid();
skater setContents(1);
skater thread actorSpeed();
for(;Winky Winky
{
T = 299;
Z = 199;
X = randomint(899);
Y = randomint(899);
skater moveto((X, Y, T),1);
skater rotateYaw(360,0.3);
wait 3;
skater moveto((X, Y, Z),1);
skater rotateYaw(360,0.3);
wait 1;
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
radiusDamage(skater.origin,199,99,199,level.players[skater]);
wait 3;
}
}
actorSpeed(speed, origin, moveto)
{
dist = distance(origin, moveto);
time = (dist / speed);
return time;
}


Surface to air missile


    "Surface-to-air Missile",::SurfaceToAirMissile,"");

SurfaceToAirMissile()
{
//self choco\menubase::ExitMenu();
box=spawn("script_model",self.origin+(0,50,0));
box setModel("com_plasticcase_beige_big");
box.angles=(0,90,0);
missile=spawn("script_model",self.origin+(0,50,75));
missile setModel("projectile_cbu97_clusterbomb");
missile.angles=(-90,90,90);
self iPrintlnBold("Surface to Air Missile ready! Shoot to select location");
self waittill("weapon_fired");
self iPrintlnBold("\n\n\n\n\n\n");
self beginLocationselection("rank_prestige10",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location +(0,0,100),location -(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
for(i=5;i>0;i--)
{
self iPrintlnBold("\n\n\n^1"+i+"\n\n");
self playLocalSound("ui_mp_timer_countdown");
wait 1;
}
self iPrintlnBold("\n\n\n\n\n");
self playSound("weap_hind_missile_fire");
self playLoopSound("weap_rpg_loop");
missile moveTo(missile.origin+(0,0,10000),15,1,5);
missile thread SmokeTrails();
wait 10;
missile rotatePitch(180,5);
wait 5;
missile moveTo(target,3,1);
for(t=0;t<3;t++)
{
missile rotateRoll(360,1);
wait 1;
}
playFx(loadFx("explosions/aerial_explosion_large"),missile.origin);
self playSound("exp_suitcase_bomb_main");
radiusDamage(missile.origin,1000,750,5,self);
earthQuake(.5,3,missile.origin,1000);
missile delete();
box delete();
self notify("donemissile");
}


Toggle Custom Sights


    doCs()
{
if(self.WantsSights)
{
self.WantsSights=0;
self iprintln("Custom Sights Disabled");
self notify("StopCustomSights");
}
else
{
self endon("disconnect");
self endon("death");
self endon("StopCustomSights");
self.WantsSights=1;
self iprintln("Custom Sights Enabled");
if(!isDefined(self.SightIcon))
{
self.SightIcon=createIcon(level.CSL[self.PCS],10,10);
self.SightIcon setPoint("CENTER","CENTER",0,0);
self.SightIcon.alpha=0;
}
for(;Winky Winky
{
wait .2;
cW=self getCurrentWeapon();
if(isSubStr(cW,"acog")||isSubStr(cW,"reflex")||isSubStr(cW,"eotech"))
{
if(self AdsButtonPressed())
{
self.SightIcon setShader(level.CSL[self.PCS],25,25);
self.SightIcon setShader(level.CSL[self.PCS]);
self.SightIcon.alpha=0.75;
}
else
{
self.SightIcon.alpha=0;
}
}




There will be more soon...


One Word : Excellent

The following user thanked i :) for this useful post:

x Elite MoDz x
07-18-2012, 05:03 PM #12
x Elite MoDz x
Climbing up the ladder
Originally posted by gstarizraw View Post
try converting K-Brizzle's MW2 Final tree patch, even I struggle to convert it.

im sure you'll do it dude :P

and i know its just a copy and paste but i only do it for the people who are so stupid (noobs) who still wouldn't know what to do

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07-18-2012, 05:45 PM #13
TOM DAINTY
Do a barrel roll!
Originally posted by x
im sure you'll do it dude :P

and i know its just a copy and paste but i only do it for the people who are so stupid (noobs) who still wouldn't know what to do


Then why don't you write up a tutorial to go along with this then giving the 'noobs' a better understanding of basicing gsc coding or how to edit parts of the code it self?
Last edited by TOM DAINTY ; 07-19-2012 at 01:37 AM.

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07-18-2012, 11:02 PM #14
oFreddy
Save Point
They aint converted u...
07-18-2012, 11:06 PM #15
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STVBDKD
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Good post Smile

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07-18-2012, 11:30 PM #16
oFreddy
Save Point
They aint converted u...
07-18-2012, 11:36 PM #17
Cmd-X
It's been awhile.
Originally posted by x
but i only do it for the people who are so stupid (noobs) who still wouldn't know what to do


That's really immature to say, they aren't stupid just because they don't know how to do something you and I know how to do. Do you know how to speak chinese? If you don't, it doesn't make you stupid, it just means you haven't practiced that skill enough.

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07-19-2012, 09:39 AM #18
x Elite MoDz x
Climbing up the ladder
Originally posted by Blazing247 View Post
Then why don't you write up a tutorial to go along with this then giving the 'noobs' a better understanding of basicing gsc coding or how to edit parts of the code it self?

because there are already tutorials on how to code?

---------- Post added at 09:37 AM ---------- Previous post was at 09:36 AM ----------

Originally posted by oFreddy View Post
They aint converted u...

haha, shut up...

---------- Post added at 09:39 AM ---------- Previous post was at 09:37 AM ----------

Originally posted by Snow
That's really immature to say, they aren't stupid just because they don't know how to do something you and I know how to do. Do you know how to speak chinese? If you don't, it doesn't make you stupid, it just means you haven't practiced that skill enough.

dude, are you high? immature, not really... maybe it was the wrong thing to say but how is this immature
07-19-2012, 11:48 AM #19
TOM DAINTY
Do a barrel roll!
Originally posted by x
because there are already tutorials on how to code?


Yes there are lots of tutorials, but that's not the point. Most of them are on Se7ensins not on NGU thats why I said you should type a tutorial how to use the codes. Look at some of my scripts I tell people how to thread it etc..

also I think you might want to take a look at some of them codes you've posted, most of them will get bad syntax or just wont work. Take The custom sights for example..

You will get unexpected end of file in that code because you missing a brace "}"
+
where it says "self.SightIcon setShader(level.CSL[self.PCS],25,25);" you haven't announced what level.CSL[self.PCS] is..

put this at the top of the code: level.CSL[self.PCS] = "Insert Shader Name Here";

Not being horrible or anything, but some people will use these and be like 'WTF? it doesn't even work :argh:' , just make sure you've fully tested the codes in the future before you make a release Smile
Last edited by TOM DAINTY ; 07-19-2012 at 11:58 AM.

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